h = texImg->Height;
f = texImg->_BaseFormat;
numImages++;
- if (f != GL_RGB && f != GL_RGBA && f != GL_DEPTH_COMPONENT) {
- /* XXX need GL_DEPTH_STENCIL_EXT test? */
+ if (f != GL_RGB && f != GL_RGBA && f != GL_DEPTH_COMPONENT
+ && f != GL_DEPTH_STENCIL_EXT) {
fb->_Status = GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT;
fbo_incomplete("texture attachment incomplete", -1);
return;
for (i = 0; i < BUFFER_COUNT; i++) {
struct gl_renderbuffer_attachment *att = fb->Attachment + i;
struct gl_texture_object *texObj = att->Texture;
- if (texObj) {
+ if (texObj
+ && att->Texture->Image[att->CubeMapFace][att->TextureLevel]) {
ctx->Driver.RenderTexture(ctx, fb, att);
}
}