GLfloat temp[4];
ASSERT(texImage->FetchTexelf);
texImage->FetchTexelf(texImage, i, j, k, temp);
- if (texImage->TexFormat->BaseFormat == GL_DEPTH_COMPONENT) {
+ if (texImage->TexFormat->BaseFormat == GL_DEPTH_COMPONENT ||
+ texImage->TexFormat->BaseFormat == GL_DEPTH_STENCIL_EXT) {
/* just one channel */
UNCLAMPED_FLOAT_TO_CHAN(texelOut[0], temp[0]);
}
GLchan temp[4];
ASSERT(texImage->FetchTexelc);
texImage->FetchTexelc(texImage, i, j, k, temp);
- if (texImage->TexFormat->BaseFormat == GL_DEPTH_COMPONENT) {
+ if (texImage->TexFormat->BaseFormat == GL_DEPTH_COMPONENT ||
+ texImage->TexFormat->BaseFormat == GL_DEPTH_STENCIL_EXT) {
/* just one channel */
texelOut[0] = CHAN_TO_FLOAT(temp[0]);
}