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author | RĂ©mi Verschelde <rverschelde@gmail.com> | 2019-10-28 08:13:27 +0100 |
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committer | GitHub <noreply@github.com> | 2019-10-28 08:13:27 +0100 |
commit | 31fc20a9c4eb22fff2998f999ef4c18687f4d200 (patch) | |
tree | 3d53e479d76441aca6304f5ad27c2412f79a481b /drivers | |
parent | 0cae264d79d2f835dc763d4831505c47c637acde (diff) | |
parent | 51db564811fbc9bc4720be49f671e57b86b95812 (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.cpp | 3 |
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); |