[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [55713] branches/ge_harmony/source/ gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp: Missed a small change that should have gone with the last commit.

Daniel Stokes kupomail at gmail.com
Tue Apr 2 05:46:07 CEST 2013


Revision: 55713
          http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=55713
Author:   kupoman
Date:     2013-04-02 03:46:06 +0000 (Tue, 02 Apr 2013)
Log Message:
-----------
Missed a small change that should have gone with the last commit.

Modified Paths:
--------------
    branches/ge_harmony/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp

Modified: branches/ge_harmony/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
===================================================================
--- branches/ge_harmony/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp	2013-04-02 02:05:03 UTC (rev 55712)
+++ branches/ge_harmony/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp	2013-04-02 03:46:06 UTC (rev 55713)
@@ -801,7 +801,7 @@
 			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
 			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
 			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
-			glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_prepass_target[0], 0);
+			glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, m_prepass_target[0], 0);
 			
 		// Update prepass targets
 			for (int i = 0; i < m_prepass_count; i++)
@@ -822,7 +822,7 @@
 				printf("Error in setting up prepass FBO\n");
 
 			glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_fbo[2]);
-			glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, m_prepass_target[0], 0);
+			glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, m_prepass_target[0], 0);
 
 			// Update light target
 			glBindTexture(GL_TEXTURE_2D, GPU_texture_opengl_bindcode(m_light_target));




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