Catching up with Lindies part 3
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@@ -157,7 +157,7 @@ bool LLRenderTarget::addColorAttachment(U32 color_fmt)
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{
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clear_glerror();
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LLImageGL::setManualImage(LLTexUnit::getInternalType(mUsage), 0, color_fmt, mResX, mResY, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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LLImageGL::setManualImage(LLTexUnit::getInternalType(mUsage), 0, color_fmt, mResX, mResY, GL_RGBA, GL_UNSIGNED_BYTE, NULL, false);
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if (glGetError() != GL_NO_ERROR)
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{
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llwarns << "Could not allocate color buffer for render target." << llendl;
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@@ -237,7 +237,7 @@ bool LLRenderTarget::allocateDepth()
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U32 internal_type = LLTexUnit::getInternalType(mUsage);
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stop_glerror();
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clear_glerror();
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LLImageGL::setManualImage(internal_type, 0, GL_DEPTH_COMPONENT24, mResX, mResY, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
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LLImageGL::setManualImage(internal_type, 0, GL_DEPTH_COMPONENT24, mResX, mResY, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL, false);
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gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
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}
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