Remove pointless framebuffer status check. glReadBuffer doesn't work with gl_depth_attachment, thus will always complain about readbuffer being absent. (it checks GL_COLOR_ATTACHMENT0, which isn't present because this check is before we attach color attachments.)
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@@ -49,7 +49,7 @@ void check_framebuffer_status()
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case GL_FRAMEBUFFER_COMPLETE:
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case GL_FRAMEBUFFER_COMPLETE:
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break;
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break;
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default:
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default:
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llwarns << "check_framebuffer_status failed -- " << std::hex << status << llendl;
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llwarns << "check_framebuffer_status failed -- " << std::hex << status << std::dec << llendl;
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ll_fail("check_framebuffer_status failed");
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ll_fail("check_framebuffer_status failed");
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break;
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break;
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}
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}
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@@ -813,7 +813,6 @@ bool LLMultisampleBuffer::allocate(U32 resx, U32 resy, U32 color_fmt, bool depth
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{
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{
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, mDepth);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, mDepth);
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}
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}
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check_framebuffer_status();
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}
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}
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stop_glerror();
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stop_glerror();
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