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
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		| @@ -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, | ||||||
|   | |||||||
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