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Fix multisample count bug
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parent
5eeac830eb
commit
3c08f5ae48
1 changed files with 8 additions and 6 deletions
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@ -280,12 +280,7 @@ int FGLRenderBuffers::GetCvarSamples()
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int maxSamples = 0;
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glGetIntegerv(GL_MAX_SAMPLES, &maxSamples);
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int samples = clamp((int)gl_multisample, 0, maxSamples);
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int count;
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for (count = 0; samples > 0; count++)
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samples >>= 1;
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return count;
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return clamp((int)gl_multisample, 0, maxSamples);
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}
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//==========================================================================
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@ -452,6 +447,13 @@ void FGLRenderBuffers::BlitSceneToTexture()
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glBindFramebuffer(GL_READ_FRAMEBUFFER, mSceneFB);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mPipelineFB[mCurrentPipelineTexture]);
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glBlitFramebuffer(0, 0, mWidth, mHeight, 0, 0, mWidth, mHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST);
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if ((gl.flags & RFL_INVALIDATE_BUFFER) == 0)
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{
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GLenum attachments[2] = { GL_COLOR_ATTACHMENT0, GL_DEPTH_STENCIL_ATTACHMENT };
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glInvalidateFramebuffer(GL_READ_FRAMEBUFFER, 2, attachments);
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}
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glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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}
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