Fixed a bug where multisampled renderbuffers were being attached to non-FBO-enabled LLRenderTargets.
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@@ -851,7 +851,7 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples)
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if (!mScreen.allocate(resX, resY, GL_RGBA, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE)) return false;
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if (!mScreen.allocate(resX, resY, GL_RGBA, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE)) return false;
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if(samples > 1)
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if(samples > 1 && mScreen.getFBO())
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{
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{
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if(mSampleBuffer.allocate(resX,resY,GL_RGBA,TRUE,TRUE,LLTexUnit::TT_RECT_TEXTURE,FALSE,samples))
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if(mSampleBuffer.allocate(resX,resY,GL_RGBA,TRUE,TRUE,LLTexUnit::TT_RECT_TEXTURE,FALSE,samples))
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mScreen.setSampleBuffer(&mSampleBuffer);
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mScreen.setSampleBuffer(&mSampleBuffer);
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