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
master
wwylele 2017-06-22 17:33:51 +07:00
parent 72b69cea4b
commit f1e377f57e
1 changed files with 2 additions and 2 deletions

@ -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,