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https://github.com/id-Software/DOOM-3-BFG.git
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Update to use glConfig.multisamples.
code under USE_HDR_MSAA was stil using r_multiSamples, so switched it to use glConfig.multiSamples.
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3241d08740
commit
d53b9cafda
3 changed files with 8 additions and 8 deletions
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@ -104,10 +104,10 @@ void Framebuffer::Init()
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globalFramebuffers.hdrFBO->Bind();
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#if defined(USE_HDR_MSAA)
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if( r_multiSamples.GetBool() )
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if( glConfig.multisamples )
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{
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globalFramebuffers.hdrFBO->AddColorBuffer( GL_RGBA16F, 0, r_multiSamples.GetInteger() );
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globalFramebuffers.hdrFBO->AddDepthBuffer( GL_DEPTH24_STENCIL8, r_multiSamples.GetInteger() );
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globalFramebuffers.hdrFBO->AddColorBuffer( GL_RGBA16F, 0, glConfig.multisamples );
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globalFramebuffers.hdrFBO->AddDepthBuffer( GL_DEPTH24_STENCIL8, glConfig.multisamples );
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globalFramebuffers.hdrFBO->AttachImage2D( GL_TEXTURE_2D_MULTISAMPLE, globalImages->currentRenderHDRImage, 0 );
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globalFramebuffers.hdrFBO->AttachImageDepth( GL_TEXTURE_2D_MULTISAMPLE, globalImages->currentDepthImage );
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@ -217,7 +217,7 @@ void Framebuffer::CheckFramebuffers()
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globalImages->currentDepthImage->Resize( screenWidth, screenHeight );
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#if defined(USE_HDR_MSAA)
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if( r_multiSamples.GetBool() )
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if( glConfig.multisamples )
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{
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globalImages->currentRenderHDRImageNoMSAA->Resize( screenWidth, screenHeight );
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