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authorMike Erwin <significant.bit@gmail.com>2015-12-08 09:19:08 +0300
committerMike Erwin <significant.bit@gmail.com>2015-12-08 09:19:55 +0300
commit6006173f4adb44cefd6fb92e451aef19d69d0ea7 (patch)
treee86ed139119ff727b955fd926516fbb38a11a9f3 /source/blender/windowmanager/intern
parentc013d64a0a2dd1455111d5080fd968561fdad8d0 (diff)
OpenGL: use sized texture internal formats
Maybe this is pedantic but I read it’s best to explicitly set the desired component size. Also append “_ARB” to float texture formats since those need an extension in GL 2.1.
Diffstat (limited to 'source/blender/windowmanager/intern')
-rw-r--r--source/blender/windowmanager/intern/wm_operators.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/windowmanager/intern/wm_operators.c b/source/blender/windowmanager/intern/wm_operators.c
index f7f2487e49c..a4a56345798 100644
--- a/source/blender/windowmanager/intern/wm_operators.c
+++ b/source/blender/windowmanager/intern/wm_operators.c
@@ -4145,7 +4145,7 @@ static void radial_control_set_tex(RadialControl *rc)
if ((ibuf = BKE_brush_gen_radial_control_imbuf(rc->image_id_ptr.data, rc->use_secondary_tex))) {
glGenTextures(1, &rc->gltex);
glBindTexture(GL_TEXTURE_2D, rc->gltex);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, ibuf->x, ibuf->y, 0,
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA8, ibuf->x, ibuf->y, 0,
GL_ALPHA, GL_FLOAT, ibuf->rect_float);
MEM_freeN(ibuf->rect_float);
MEM_freeN(ibuf);