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authorLaura Ekstrand <[email protected]>2015-01-27 14:11:13 -0800
committerFredrik Höglund <[email protected]>2015-05-14 15:48:12 +0200
commit8f78c6889d508d40c82229ea3fa09a78b4ea2e17 (patch)
treec9aa8aff5f55408abd7615a534d9957976f1f68e /src
parenta29318bf0a0385fa4fdedbdc3fb6e1f6f0d87884 (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')
-rw-r--r--src/mesa/main/fbobject.c3
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