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authorBrian Paul <[email protected]>2009-01-29 09:20:18 -0700
committerBrian Paul <[email protected]>2009-01-29 09:20:18 -0700
commit2897cee99fb877e1f3cd9a881a61418c9c31867f (patch)
tree26630bff67e7bb69ded819a1ab09b6ebc4726f09 /Makefile.mgw
parent425c803c039735aaaeb70f1613268fd4909862dc (diff)
mesa: fix a render to texture FBO validation bug
When glTexImage() is called we need to re-validate any FBOs that point to the texture (i.e. render-to-texture) since changing the texture's size/format will effect FBO completeness. We don't keep a list of all FBOs rendering into each texture (which would be a bit messy) so we check all FBOs in existance. To optimize this, the gl_texture_object->_RenderToTexture flag is used to avoid checking textures that have never been used as renderbuffers. So, we only walk over all FBOs (there's usually only a few) when glTexImage() modifies a RTT texture. Fixes a bug seen in shadowtex.c when toggling packed depth/stencil mode.
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