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gl: use glFramebufferTexture2D to set framebuffer texture
author
Christian Hergert
<chergert@redhat.com>
Wed, 18 Nov 2020 04:11:18 +0000
(20:11 -0800)
committer
Christian Hergert
<chergert@redhat.com>
Thu, 19 Nov 2020 04:09:01 +0000
(20:09 -0800)
When mapping a texture to the framebuffer, we can use the 2D
form instead of the cube mapping form.
gsk/gl/gskglrenderer.c
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diff --git
a/gsk/gl/gskglrenderer.c
b/gsk/gl/gskglrenderer.c
index 46fb18e57ce1a0c3813bdaabb4445a8edb44bbca..4f16034cd8efbd071b57ac43d9f919c9ff10e154 100644
(file)
--- a/
gsk/gl/gskglrenderer.c
+++ b/
gsk/gl/gskglrenderer.c
@@
-4273,7
+4273,7
@@
gsk_gl_renderer_render_texture (GskRenderer *renderer,
g_type_name_from_instance ((GTypeInstance *) root),
root,
fbo_id);
- glFramebufferTexture
(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0
, texture_id, 0);
+ glFramebufferTexture
2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D
, texture_id, 0);
/* Render the actual scene */
gsk_gl_renderer_do_render (renderer, root, viewport, fbo_id, 1);