Browse Source

gl_rasterizer: create the texture before applying the state

this is a rebasing error from #2792. It doesn't affect much though, because the later more Apply() call fixes/hides it
wwylele 9 years ago
parent
commit
f1e377f57e
1 changed files with 2 additions and 2 deletions
  1. 2 2
      src/video_core/renderer_opengl/gl_rasterizer.cpp

+ 2 - 2
src/video_core/renderer_opengl/gl_rasterizer.cpp

@@ -94,10 +94,10 @@ RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) {
     framebuffer.Create();
     framebuffer.Create();
 
 
     // Allocate and bind lighting lut textures
     // Allocate and bind lighting lut textures
-    lighting_lut_buffer.Create();
+    lighting_lut.Create();
     state.lighting_lut.texture_buffer = lighting_lut.handle;
     state.lighting_lut.texture_buffer = lighting_lut.handle;
     state.Apply();
     state.Apply();
-    lighting_lut.Create();
+    lighting_lut_buffer.Create();
     glBindBuffer(GL_TEXTURE_BUFFER, lighting_lut_buffer.handle);
     glBindBuffer(GL_TEXTURE_BUFFER, lighting_lut_buffer.handle);
     glBufferData(GL_TEXTURE_BUFFER,
     glBufferData(GL_TEXTURE_BUFFER,
                  sizeof(GLfloat) * 2 * 256 * Pica::LightingRegs::NumLightingSampler, nullptr,
                  sizeof(GLfloat) * 2 * 256 * Pica::LightingRegs::NumLightingSampler, nullptr,