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main: Fix the indentation in framebuffer_texture
author
Laura Ekstrand
<laura@jlekstrand.net>
Tue, 27 Jan 2015 22:11:13 +0000
(14:11 -0800)
committer
Fredrik 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
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diff --git
a/src/mesa/main/fbobject.c
b/src/mesa/main/fbobject.c
index ea6e273fda34cf75a780d0b10e3a551d98b3fb58..9486ded05a0c325796f93f1891eacf7cf88a5a67 100644
(file)
--- 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