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author | Holger Dammertz <holger.dammertz@googlemail.com> | 2019-11-03 17:50:46 +0100 |
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committer | Holger Dammertz <holger.dammertz@googlemail.com> | 2019-11-04 20:14:52 +0100 |
commit | 418b035ddaaf9b40892ba88632c3aa6f3bf128b5 (patch) | |
tree | 864e7ee1ca4669bed15e2db8355b669d84a7f756 /scene/resources/default_theme/graph_node_default.png | |
parent | dc114fa2ef336646f56d71322ba0236c00f8228e (diff) |
fix #33188 MSAA depth buffer not used for external texture
When rendering to an external texture and MSAA was active (as happened
in the Oculus Mobile ARVR plugin) no MSAA was rendered as the correct
depth buffer and multisample texture target was not used.
This also fixes https://github.com/GodotVR/godot_oculus_mobile/issues/54
Diffstat (limited to 'scene/resources/default_theme/graph_node_default.png')
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