diff options
author | Laura Ekstrand <[email protected]> | 2015-01-27 14:11:13 -0800 |
---|---|---|
committer | Fredrik Höglund <[email protected]> | 2015-05-14 15:48:12 +0200 |
commit | 8f78c6889d508d40c82229ea3fa09a78b4ea2e17 (patch) | |
tree | c9aa8aff5f55408abd7615a534d9957976f1f68e /src/mesa/main/fbobject.c | |
parent | a29318bf0a0385fa4fdedbdc3fb6e1f6f0d87884 (diff) |
main: Fix the indentation in framebuffer_texture
Reviewed-by: Fredrik Höglund <[email protected]>
Signed-off-by: Fredrik Höglund <[email protected]>
Diffstat (limited to 'src/mesa/main/fbobject.c')
-rw-r--r-- | src/mesa/main/fbobject.c | 3 |
1 files changed, 2 insertions, 1 deletions
diff --git a/src/mesa/main/fbobject.c b/src/mesa/main/fbobject.c index ea6e273fda3..9486ded05a0 100644 --- a/src/mesa/main/fbobject.c +++ b/src/mesa/main/fbobject.c @@ -2731,7 +2731,8 @@ framebuffer_texture(struct gl_context *ctx, const char *caller, GLenum target, BUFFER_DEPTH); } else { set_texture_attachment(ctx, fb, att, texObj, textarget, - level, zoffset, layered); + level, zoffset, layered); + if (attachment == GL_DEPTH_STENCIL_ATTACHMENT) { /* Above we created a new renderbuffer and attached it to the * depth attachment point. Now attach it to the stencil attachment |