Update to use glConfig.multisamples.

code under USE_HDR_MSAA was stil using r_multiSamples, so switched it to
use glConfig.multiSamples.
This commit is contained in:
Codes4Fun 2016-10-24 16:06:21 -07:00
parent 3241d08740
commit d53b9cafda
3 changed files with 8 additions and 8 deletions

View file

@ -104,10 +104,10 @@ void Framebuffer::Init()
globalFramebuffers.hdrFBO->Bind();
#if defined(USE_HDR_MSAA)
if( r_multiSamples.GetBool() )
if( glConfig.multisamples )
{
globalFramebuffers.hdrFBO->AddColorBuffer( GL_RGBA16F, 0, r_multiSamples.GetInteger() );
globalFramebuffers.hdrFBO->AddDepthBuffer( GL_DEPTH24_STENCIL8, r_multiSamples.GetInteger() );
globalFramebuffers.hdrFBO->AddColorBuffer( GL_RGBA16F, 0, glConfig.multisamples );
globalFramebuffers.hdrFBO->AddDepthBuffer( GL_DEPTH24_STENCIL8, glConfig.multisamples );
globalFramebuffers.hdrFBO->AttachImage2D( GL_TEXTURE_2D_MULTISAMPLE, globalImages->currentRenderHDRImage, 0 );
globalFramebuffers.hdrFBO->AttachImageDepth( GL_TEXTURE_2D_MULTISAMPLE, globalImages->currentDepthImage );
@ -217,7 +217,7 @@ void Framebuffer::CheckFramebuffers()
globalImages->currentDepthImage->Resize( screenWidth, screenHeight );
#if defined(USE_HDR_MSAA)
if( r_multiSamples.GetBool() )
if( glConfig.multisamples )
{
globalImages->currentRenderHDRImageNoMSAA->Resize( screenWidth, screenHeight );