diff --git a/Source/Plugins/Plugin_VideoOGL/Src/Render.cpp b/Source/Plugins/Plugin_VideoOGL/Src/Render.cpp index 09d7acf5c0..deaae20cf0 100644 --- a/Source/Plugins/Plugin_VideoOGL/Src/Render.cpp +++ b/Source/Plugins/Plugin_VideoOGL/Src/Render.cpp @@ -330,7 +330,7 @@ bool Renderer::Init() glGenTextures(1, (GLuint *)&s_RenderTarget); glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_RenderTarget); // Create our main color render target as a texture rectangle of the desired size. - glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 3, s_targetwidth, s_targetheight, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); + glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, s_targetwidth, s_targetheight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); SetDefaultRectTexParams(); // Create the depth target texture @@ -370,9 +370,9 @@ bool Renderer::Init() glGenRenderbuffersEXT(1, &s_RenderTarget); glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, s_RenderTarget); if (s_MSAACoverageSamples) { - glRenderbufferStorageMultisampleCoverageNV(GL_RENDERBUFFER_EXT, s_MSAACoverageSamples, s_MSAASamples, GL_RGB, s_targetwidth, s_targetheight); + glRenderbufferStorageMultisampleCoverageNV(GL_RENDERBUFFER_EXT, s_MSAACoverageSamples, s_MSAASamples, GL_RGBA, s_targetwidth, s_targetheight); } else { - glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, s_MSAASamples, GL_RGB, s_targetwidth, s_targetheight); + glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, s_MSAASamples, GL_RGBA, s_targetwidth, s_targetheight); } glGenRenderbuffersEXT(1, &s_DepthTarget); glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, s_DepthTarget); @@ -398,7 +398,7 @@ bool Renderer::Init() // Generate the resolve targets. glGenTextures(1, (GLuint *)&s_ResolvedRenderTarget); glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_ResolvedRenderTarget); - glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 3, s_targetwidth, s_targetheight, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); + glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, s_targetwidth, s_targetheight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); SetDefaultRectTexParams(); // Generate the resolve targets. glGenTextures(1, (GLuint *)&s_ResolvedDepthTarget);