Fix anti-aliasing in FBO mode
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@@ -775,11 +775,8 @@ bool LLMultisampleBuffer::allocate(U32 resx, U32 resy, U32 color_fmt, bool depth
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//Restrict to valid sample count
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{
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mSamples = samples;
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mSamples = llmin(mSamples, (U32)4); //Cap to prevent memory bloat.
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mSamples = llmin(mSamples, (U32) gGLManager.mMaxIntegerSamples);//GL_RGBA
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if(depth && !stencil)
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mSamples = llmin(mSamples, (U32) gGLManager.mMaxSamples); //GL_DEPTH_COMPONENT16_ARB
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//mSamples = llmin(mSamples, (U32)4); //Cap to prevent memory bloat.
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mSamples = llmin(mSamples, (U32) gGLManager.mMaxSamples);
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}
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if (mSamples <= 1)
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@@ -877,7 +877,7 @@ void LLPanelDisplay::cancel()
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void LLPanelDisplay::apply()
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{
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U32 fsaa_value = childGetValue("fsaa").asInteger();
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bool apply_fsaa_change = !LLRenderTarget::sUseFBO && (mFSAASamples != fsaa_value);
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bool apply_fsaa_change = !gSavedSettings.getBOOL("RenderUseFBO") && (mFSAASamples != fsaa_value);
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gSavedSettings.setU32("RenderFSAASamples", fsaa_value);
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applyResolution();
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