main: Fix the indentation in framebuffer_texture
authorLaura Ekstrand <laura@jlekstrand.net>
Tue, 27 Jan 2015 22:11:13 +0000 (14:11 -0800)
committerFredrik Höglund <fredrik@kde.org>
Thu, 14 May 2015 13:48:12 +0000 (15:48 +0200)
Reviewed-by: Fredrik Höglund <fredrik@kde.org>
Signed-off-by: Fredrik Höglund <fredrik@kde.org>
src/mesa/main/fbobject.c

index ea6e273fda34cf75a780d0b10e3a551d98b3fb58..9486ded05a0c325796f93f1891eacf7cf88a5a67 100644 (file)
@@ -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