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wined3d: Use the internal format for renderbuffer storage.
Note that using GL_DEPTH_COMPONENT instead of eg. GL_DEPTH_COMPONENT24 will work, but will create a renderbuffer with the format of the onscreen depth buffer.
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@ -396,7 +396,7 @@ void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int wi
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GL_EXTCALL(glGenRenderbuffersEXT(1, &renderbuffer));
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GL_EXTCALL(glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, renderbuffer));
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GL_EXTCALL(glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, glDesc->glFormat, width, height));
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GL_EXTCALL(glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, glDesc->glInternal, width, height));
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entry = HeapAlloc(GetProcessHeap(), 0, sizeof(renderbuffer_entry_t));
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entry->width = width;
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