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authorHolger Dammertz <holger.dammertz@googlemail.com>2019-11-03 17:50:46 +0100
committerHolger Dammertz <holger.dammertz@googlemail.com>2019-11-04 20:14:52 +0100
commit418b035ddaaf9b40892ba88632c3aa6f3bf128b5 (patch)
tree864e7ee1ca4669bed15e2db8355b669d84a7f756 /scene/resources/shape.cpp
parentdc114fa2ef336646f56d71322ba0236c00f8228e (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
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