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FrameBuffer: don't resolve multisampled texture when m_pResolveTexture is null
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@ -303,6 +303,9 @@ void FrameBuffer::resolveMultisampledTexture(bool _bForce)
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if (m_resolved && !_bForce)
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if (m_resolved && !_bForce)
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return;
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return;
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if (!m_pResolveTexture)
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return;
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Context::BlitFramebuffersParams blitParams;
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Context::BlitFramebuffersParams blitParams;
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blitParams.readBuffer = m_FBO;
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blitParams.readBuffer = m_FBO;
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blitParams.drawBuffer = m_resolveFBO;
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blitParams.drawBuffer = m_resolveFBO;
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