mirror of
https://github.com/godotengine/godot.git
synced 2024-11-10 22:23:07 +00:00
use proper texture in Android MSAA
This commit is contained in:
parent
816341af25
commit
51db564811
@ -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);
|
||||
|
Loading…
Reference in New Issue
Block a user