Fix texture type of renderbuffers (was random crap, now is GL_TEXTURE_2D).
authordivverent <divverent@d7cf8633-e32d-0410-b094-e92efae38249>
Sun, 1 Mar 2015 18:54:11 +0000 (18:54 +0000)
committerdivverent <divverent@d7cf8633-e32d-0410-b094-e92efae38249>
Sun, 1 Mar 2015 18:54:11 +0000 (18:54 +0000)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@12164 d7cf8633-e32d-0410-b094-e92efae38249

gl_textures.c

index 24b6aa5..b509307 100644 (file)
@@ -1960,7 +1960,7 @@ rtexture_t *R_LoadTextureRenderBuffer(rtexturepool_t *rtexturepool, const char *
        glt->inputdepth = 1;
        glt->flags = TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_FORCENEAREST;
        glt->miplevel = 0;
-       glt->textype = texinfo;
+       glt->textype = GL_TEXTURE_2D;
        glt->texturetype = textype;
        glt->inputdatasize = width*height*texinfo->internalbytesperpixel;
        glt->palette = NULL;