Fix anti-aliasing in FBO mode

This commit is contained in:
Siana Gearz
2012-09-08 08:09:30 +02:00
parent fef681be7c
commit 04bb15a108
2 changed files with 3 additions and 6 deletions

View File

@@ -775,11 +775,8 @@ bool LLMultisampleBuffer::allocate(U32 resx, U32 resy, U32 color_fmt, bool depth
//Restrict to valid sample count
{
mSamples = samples;
mSamples = llmin(mSamples, (U32)4); //Cap to prevent memory bloat.
mSamples = llmin(mSamples, (U32) gGLManager.mMaxIntegerSamples);//GL_RGBA
if(depth && !stencil)
mSamples = llmin(mSamples, (U32) gGLManager.mMaxSamples); //GL_DEPTH_COMPONENT16_ARB
//mSamples = llmin(mSamples, (U32)4); //Cap to prevent memory bloat.
mSamples = llmin(mSamples, (U32) gGLManager.mMaxSamples);
}
if (mSamples <= 1)

View File

@@ -877,7 +877,7 @@ void LLPanelDisplay::cancel()
void LLPanelDisplay::apply()
{
U32 fsaa_value = childGetValue("fsaa").asInteger();
bool apply_fsaa_change = !LLRenderTarget::sUseFBO && (mFSAASamples != fsaa_value);
bool apply_fsaa_change = !gSavedSettings.getBOOL("RenderUseFBO") && (mFSAASamples != fsaa_value);
gSavedSettings.setU32("RenderFSAASamples", fsaa_value);
applyResolution();