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@ -3367,7 +3367,10 @@ _attach_fbo_surface(Render_Engine *data __UNUSED__, |
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// Attach texture to FBO
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if (sfc->rt_msaa_samples) |
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glsym_glFramebufferTexture2DMultisample(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, sfc->rt_tex, 0, sfc->rt_msaa_samples); |
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glsym_glFramebufferTexture2DMultisample(GL_FRAMEBUFFER,
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GL_COLOR_ATTACHMENT0,
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GL_TEXTURE_2D, sfc->rt_tex,
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0, sfc->rt_msaa_samples); |
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else |
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, |
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GL_TEXTURE_2D, sfc->rt_tex, 0); |
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@ -3387,10 +3390,26 @@ _attach_fbo_surface(Render_Engine *data __UNUSED__, |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_STENCIL_OES, sfc->w, sfc->h, |
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0, GL_DEPTH_STENCIL_OES, GL_UNSIGNED_INT_24_8_OES, NULL); |
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, |
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GL_TEXTURE_2D, sfc->rb_depth_stencil, 0); |
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, |
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GL_TEXTURE_2D, sfc->rb_depth_stencil, 0); |
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if (sfc->rt_msaa_samples) |
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{ |
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glsym_glFramebufferTexture2DMultisample(GL_FRAMEBUFFER,
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GL_DEPTH_ATTACHMENT, |
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GL_TEXTURE_2D,
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sfc->rb_depth_stencil,
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0, sfc->rt_msaa_samples); |
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glsym_glFramebufferTexture2DMultisample(GL_FRAMEBUFFER,
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GL_STENCIL_ATTACHMENT, |
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GL_TEXTURE_2D,
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sfc->rb_depth_stencil,
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0, sfc->rt_msaa_samples); |
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} |
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else |
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{ |
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, |
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GL_TEXTURE_2D, sfc->rb_depth_stencil, 0); |
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, |
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GL_TEXTURE_2D, sfc->rb_depth_stencil, 0); |
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} |
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glBindTexture(GL_TEXTURE_2D, curr_tex); |
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#else |
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