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@ -85,7 +85,7 @@ class TextureUtil { |
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setFormat(Format.Depth32F, GL30.GL_DEPTH_COMPONENT32F, GL11.GL_DEPTH_COMPONENT, GL11.GL_FLOAT, false); |
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setFormat(Format.Depth32F, GL30.GL_DEPTH_COMPONENT32F, GL11.GL_DEPTH_COMPONENT, GL11.GL_FLOAT, false); |
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// Depth stencil formats
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// Depth stencil formats
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setFormat(Format.Depth24Stencil8, GL30.GL_DEPTH24_STENCIL8, GL11.GL_DEPTH_COMPONENT, GL30.GL_UNSIGNED_INT_24_8, false); |
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setFormat(Format.Depth24Stencil8, GL30.GL_DEPTH24_STENCIL8, GL30.GL_DEPTH_STENCIL, GL30.GL_UNSIGNED_INT_24_8, false); |
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// RGB formats
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// RGB formats
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setFormat(Format.BGR8, GL11.GL_RGB8, EXTBgra.GL_BGR_EXT, GL11.GL_UNSIGNED_BYTE, false); |
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setFormat(Format.BGR8, GL11.GL_RGB8, EXTBgra.GL_BGR_EXT, GL11.GL_UNSIGNED_BYTE, false); |
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@ -148,6 +148,11 @@ class TextureUtil { |
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return null; |
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return null; |
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} |
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} |
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break; |
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break; |
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case Depth24Stencil8: |
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if (!caps.OpenGL30){ |
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return null; |
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} |
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break; |
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case Luminance16F: |
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case Luminance16F: |
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case Luminance16FAlpha16F: |
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case Luminance16FAlpha16F: |
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case Luminance32F: |
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case Luminance32F: |
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