OpenGL Renderer: Fix bug where edge mark and fog would fail if MSAA is used. (Regression from commit fd5d882.)
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@ -3217,10 +3217,10 @@ Render3DError OpenGLRenderer_1_2::DownsampleFBO()
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if (this->isShaderSupported)
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{
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// Blit the color buffer
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// Blit the color and depth buffers
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glReadBuffer(GL_COLOR_ATTACHMENT0_EXT);
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glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
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glBlitFramebufferEXT(0, 0, this->_framebufferWidth, this->_framebufferHeight, 0, 0, this->_framebufferWidth, this->_framebufferHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST);
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glBlitFramebufferEXT(0, 0, this->_framebufferWidth, this->_framebufferHeight, 0, 0, this->_framebufferWidth, this->_framebufferHeight, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST);
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// Blit the polygon ID buffer
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glReadBuffer(GL_COLOR_ATTACHMENT1_EXT);
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@ -1241,10 +1241,10 @@ Render3DError OpenGLRenderer_3_2::DownsampleFBO()
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glBindFramebuffer(GL_READ_FRAMEBUFFER, OGLRef.fboMSIntermediateRenderID);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, OGLRef.fboRenderID);
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// Blit the color buffer
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// Blit the color and depth buffers
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glReadBuffer(GL_COLOR_ATTACHMENT0);
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glDrawBuffer(GL_COLOR_ATTACHMENT0);
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glBlitFramebuffer(0, 0, this->_framebufferWidth, this->_framebufferHeight, 0, 0, this->_framebufferWidth, this->_framebufferHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST);
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glBlitFramebuffer(0, 0, this->_framebufferWidth, this->_framebufferHeight, 0, 0, this->_framebufferWidth, this->_framebufferHeight, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST);
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// Blit the polygon ID buffer
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glReadBuffer(GL_COLOR_ATTACHMENT1);
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