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@ -206,9 +206,14 @@ public final class GLImageFormats { |
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// Need to check if Caps.DepthTexture is supported prior to using for textures
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// Need to check if Caps.DepthTexture is supported prior to using for textures
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// But for renderbuffers its OK.
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// But for renderbuffers its OK.
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format(formatToGL, Format.Depth, GL.GL_DEPTH_COMPONENT, GL.GL_DEPTH_COMPONENT, GL.GL_UNSIGNED_BYTE); |
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format(formatToGL, Format.Depth16, GL.GL_DEPTH_COMPONENT16, GL.GL_DEPTH_COMPONENT, GL.GL_UNSIGNED_SHORT); |
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format(formatToGL, Format.Depth16, GL.GL_DEPTH_COMPONENT16, GL.GL_DEPTH_COMPONENT, GL.GL_UNSIGNED_SHORT); |
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// NOTE: OpenGL ES 2.0 does not support DEPTH_COMPONENT as internal format -- fallback to 16-bit depth.
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if (caps.contains(Caps.OpenGLES20)) { |
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format(formatToGL, Format.Depth, GL.GL_DEPTH_COMPONENT16, GL.GL_DEPTH_COMPONENT, GL.GL_UNSIGNED_BYTE); |
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} else { |
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format(formatToGL, Format.Depth, GL.GL_DEPTH_COMPONENT, GL.GL_DEPTH_COMPONENT, GL.GL_UNSIGNED_BYTE); |
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} |
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if (caps.contains(Caps.OpenGL20)) { |
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if (caps.contains(Caps.OpenGL20)) { |
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format(formatToGL, Format.Depth24, GL2.GL_DEPTH_COMPONENT24, GL.GL_DEPTH_COMPONENT, GL.GL_UNSIGNED_INT); |
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format(formatToGL, Format.Depth24, GL2.GL_DEPTH_COMPONENT24, GL.GL_DEPTH_COMPONENT, GL.GL_UNSIGNED_INT); |
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} |
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} |
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