Correct pixel type for depth textures on ES
Byte is definitely wrong. GL_OES_depth_texture states that short or int are the only options, GL_UNSIGNED_BYTE is thus rejected. Let's ask for the highest (32 bits). There's no guarantee that the implementation honors this, but at least we tried. Change-Id: I14dd9d4ab56b0b69cdab341f95f47499786d174e Reviewed-by: Giuseppe D'Angelo <giuseppe.dangelo@kdab.com>
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@ -522,6 +522,8 @@ static QOpenGLTexture::PixelType pixelTypeCompatibleWithInternalFormat(QOpenGLTe
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return QOpenGLTexture::UInt8;
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case QOpenGLTexture::DepthFormat:
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return QOpenGLTexture::UInt32;
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case QOpenGLTexture::AlphaFormat:
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case QOpenGLTexture::RGBFormat:
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case QOpenGLTexture::RGBAFormat:
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@ -1534,7 +1536,7 @@ QOpenGLTexture *QOpenGLTexturePrivate::createTextureView(QOpenGLTexture::Target
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\value SRGB_Alpha_DXT5 Equivalent to GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT
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\value SRGB_BP_UNorm Equivalent to GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB
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\value DepthFormat Equivalent to GL_DEPTH_COMPONENT (OpenGL ES 2 only and when OES_depth_texture is present)
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\value DepthFormat Equivalent to GL_DEPTH_COMPONENT (only OpenGL ES 3 or ES 2 with OES_depth_texture)
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\value AlphaFormat Equivalent to GL_ALPHA (OpenGL ES 2 only)
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\value RGBFormat Equivalent to GL_RGB (OpenGL ES 2 only)
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\value RGBAFormat Equivalent to GL_RGBA (OpenGL ES 2 only)
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