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- create the savepic framebuffer without multisampling.
It didn't work and doesn't need it so let's save that piece of video memory.
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3 changed files with 6 additions and 4 deletions
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@ -44,8 +44,9 @@ namespace OpenGLRenderer
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//
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//
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//==========================================================================
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//==========================================================================
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FGLRenderBuffers::FGLRenderBuffers()
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FGLRenderBuffers::FGLRenderBuffers(int ms)
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{
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{
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gl_multisample = ms;
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glGetIntegerv(GL_MAX_SAMPLES, &mMaxSamples);
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glGetIntegerv(GL_MAX_SAMPLES, &mMaxSamples);
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}
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}
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@ -101,8 +101,9 @@ private:
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class FGLRenderBuffers
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class FGLRenderBuffers
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{
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{
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int gl_multisample = 0; // intentionally overload the global CVAR
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public:
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public:
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FGLRenderBuffers();
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FGLRenderBuffers(int ms);
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~FGLRenderBuffers();
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~FGLRenderBuffers();
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void Setup(int width, int height, int sceneWidth, int sceneHeight);
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void Setup(int width, int height, int sceneWidth, int sceneHeight);
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@ -88,8 +88,8 @@ FGLRenderer::FGLRenderer(OpenGLFrameBuffer *fb)
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void FGLRenderer::Initialize(int width, int height)
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void FGLRenderer::Initialize(int width, int height)
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{
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{
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mScreenBuffers = new FGLRenderBuffers();
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mScreenBuffers = new FGLRenderBuffers(gl_multisample);
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mSaveBuffers = new FGLRenderBuffers();
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mSaveBuffers = new FGLRenderBuffers(0);
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mBuffers = mScreenBuffers;
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mBuffers = mScreenBuffers;
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mPresentShader = new FPresentShader();
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mPresentShader = new FPresentShader();
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mPresent3dCheckerShader = new FPresent3DCheckerShader();
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mPresent3dCheckerShader = new FPresent3DCheckerShader();
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