Fix condition for WebGL depth texture support
Condition looks to be incorrect. If texDepthWebGL is available, it should be using GL_DEPTH_COMPONENT16/24/32 but currently in WebGL always uses GL_DEPTH_COMPONENT which can fail especially in WebGL2.
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@ -3425,7 +3425,7 @@ unsigned int rlLoadTextureDepth(int width, int height, bool useRenderBuffer)
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#if (defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_ES3))
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// WARNING: WebGL platform requires unsized internal format definition (GL_DEPTH_COMPONENT)
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// while other platforms using OpenGL ES 2.0 require/support sized internal formats depending on the GPU capabilities
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if (!RLGL.ExtSupported.texDepthWebGL || useRenderBuffer)
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if (RLGL.ExtSupported.texDepthWebGL || useRenderBuffer)
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{
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if (RLGL.ExtSupported.maxDepthBits == 32) glInternalFormat = GL_DEPTH_COMPONENT32_OES;
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else if (RLGL.ExtSupported.maxDepthBits == 24) glInternalFormat = GL_DEPTH_COMPONENT24_OES;
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