It helps to also set the texture size in GLES
Up to now we have not used it in OpenGL ES, but now we do and rendering is funny if the size is not set.
This commit is contained in:
parent
f978d7b97d
commit
42aac88f1b
1 changed files with 1 additions and 1 deletions
|
@ -228,7 +228,6 @@ void SceneOpenGL::Texture::findTarget()
|
||||||
bool SceneOpenGL::Texture::load(const Pixmap& pix, const QSize& size,
|
bool SceneOpenGL::Texture::load(const Pixmap& pix, const QSize& size,
|
||||||
int depth, QRegion region)
|
int depth, QRegion region)
|
||||||
{
|
{
|
||||||
Q_UNUSED(size)
|
|
||||||
Q_UNUSED(depth)
|
Q_UNUSED(depth)
|
||||||
Q_UNUSED(region)
|
Q_UNUSED(region)
|
||||||
|
|
||||||
|
@ -259,6 +258,7 @@ bool SceneOpenGL::Texture::load(const Pixmap& pix, const QSize& size,
|
||||||
unbind();
|
unbind();
|
||||||
checkGLError("load texture");
|
checkGLError("load texture");
|
||||||
setYInverted(true);
|
setYInverted(true);
|
||||||
|
mSize = size;
|
||||||
}
|
}
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in a new issue