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authorRĂ©mi Verschelde <rverschelde@gmail.com>2019-10-28 08:13:27 +0100
committerGitHub <noreply@github.com>2019-10-28 08:13:27 +0100
commit31fc20a9c4eb22fff2998f999ef4c18687f4d200 (patch)
tree3d53e479d76441aca6304f5ad27c2412f79a481b /drivers
parent0cae264d79d2f835dc763d4831505c47c637acde (diff)
parent51db564811fbc9bc4720be49f671e57b86b95812 (diff)
Merge pull request #33124 from clayjohn/GLES2-Android-MSAA-bug
Use proper MSAA texture in Android
Diffstat (limited to 'drivers')
-rw-r--r--drivers/gles2/rasterizer_storage_gles2.cpp3
1 files changed, 2 insertions, 1 deletions
diff --git a/drivers/gles2/rasterizer_storage_gles2.cpp b/drivers/gles2/rasterizer_storage_gles2.cpp
index 1259c550d6..fcb9c11995 100644
--- a/drivers/gles2/rasterizer_storage_gles2.cpp
+++ b/drivers/gles2/rasterizer_storage_gles2.cpp
@@ -4733,12 +4733,13 @@ void RasterizerStorageGLES2::_render_target_allocate(RenderTarget *rt) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glFramebufferTexture2DMultisample(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->color, 0, msaa);
+ glFramebufferTexture2DMultisample(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->multisample_color, 0, msaa);
#endif
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
+ WARN_PRINT_ONCE("Cannot allocate back framebuffer for MSAA");
printf("err status: %x\n", status);
_render_target_clear(rt);
ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE);