gl renderer: Don't use texture ids in glBindFramebuffer calls

This commit is contained in:
Timm Bäder 2018-04-12 11:02:46 +02:00
parent c18219c5a8
commit add82735bb

View File

@ -2465,6 +2465,9 @@ gsk_gl_renderer_do_render (GskRenderer *renderer,
gsk_gl_renderer_add_render_ops (self, root, &render_op_builder);
/* We correctly reset the state everywhere */
g_assert_cmpint (render_op_builder.current_render_target, ==, texture_id);
/*g_message ("Ops: %u", self->render_ops->len);*/
/* Now actually draw things... */
@ -2540,7 +2543,7 @@ gsk_gl_renderer_render_texture (GskRenderer *renderer,
gsk_gl_driver_end_frame (self->gl_driver);
/* Render the actual scene */
gsk_gl_renderer_do_render (renderer, root, viewport, texture_id, 1);
gsk_gl_renderer_do_render (renderer, root, viewport, fbo_id, 1);
texture = gdk_gl_texture_new (self->gl_context,
texture_id,