Fix GL rendering with URP. @HayesGordon this basically boils down to making sure we use our new TextureHelper.Descriptor when generating a RenderTexture to ensure we're using the right internal GraphicsFormat. The RenderTexture takes a high-level format that Unity then tries to map to a compatible native one. We bypass that by explicitly setting which Texture Format we want, which we can tweak based on backend if necessary. Diffs= 353cf349b Fix GL rendering with URP. (#6535) Co-authored-by: Luigi Rosso <luigi-rosso@users.noreply.github.com>
diff --git a/.rive_head b/.rive_head index f8c3357..c239ec4 100644 --- a/.rive_head +++ b/.rive_head
@@ -1 +1 @@ -6150f1267c5bd8e480358f2c8786910ad180df55 +353cf349b814001d50329fa3630e87a93069a4b9
diff --git a/skia/dependencies/make_glfw.sh b/skia/dependencies/make_glfw.sh index 0e7276b..30b1f04 100755 --- a/skia/dependencies/make_glfw.sh +++ b/skia/dependencies/make_glfw.sh
@@ -6,12 +6,11 @@ GLFW_REPO=https://github.com/glfw/glfw - # ----------------------------- # Get & Build GLFW # ----------------------------- if [ ! -d glfw ]; then - echo "Cloning GLFW." + echo "Cloning GLFW." git clone $GLFW_REPO else echo "Already have GLFW, update it." @@ -22,5 +21,5 @@ mkdir -p glfw_build cd glfw_build # On Windows, match Skia's /MT flag for link compatibility. -cmake ../glfw -DBUILD_SHARED_LIBS=OFF -DCMAKE_MSVC_RUNTIME_LIBRARY=MultiThreaded +cmake ../glfw -DBUILD_SHARED_LIBS=OFF -DCMAKE_MSVC_RUNTIME_LIBRARY=MultiThreaded -DGLFW_BUILD_WAYLAND=OFF cmake --build . --parallel --config Release