diff --git a/Common/GPU/OpenGL/thin3d_gl.cpp b/Common/GPU/OpenGL/thin3d_gl.cpp index 128bc4fcce..7a17b3a036 100644 --- a/Common/GPU/OpenGL/thin3d_gl.cpp +++ b/Common/GPU/OpenGL/thin3d_gl.cpp @@ -555,7 +555,10 @@ OpenGLContext::OpenGLContext() { caps_.clipDistanceSupported = gl_extensions.VersionGEThan(3, 0); caps_.cullDistanceSupported = gl_extensions.ARB_cull_distance; } - caps_.textureNPOTFullySupported = gl_extensions.IsCoreContext || gl_extensions.GLES3 || gl_extensions.ARB_texture_non_power_of_two || gl_extensions.OES_texture_npot; + caps_.textureNPOTFullySupported = + (!gl_extensions.IsGLES && gl_extensions.VersionGEThan(2, 0, 0)) || + gl_extensions.IsCoreContext || gl_extensions.GLES3 || + gl_extensions.ARB_texture_non_power_of_two || gl_extensions.OES_texture_npot; // Interesting potential hack for emulating GL_DEPTH_CLAMP (use a separate varying, force depth in fragment shader): // This will induce a performance penalty on many architectures though so a blanket enable of this