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Disable resolveMultisampledTexture() for system without GL_MULTISAMPLING_SUPPORT
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@ -176,6 +176,7 @@ void DepthBuffer::initDepthBufferTexture(FrameBuffer * _pBuffer)
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CachedTexture * DepthBuffer::resolveDepthBufferTexture(FrameBuffer * _pBuffer)
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{
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#ifdef GL_MULTISAMPLING_SUPPORT
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if (config.video.multisampling == 0)
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return m_pDepthBufferTexture;
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if (m_resolved)
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@ -199,6 +200,9 @@ CachedTexture * DepthBuffer::resolveDepthBufferTexture(FrameBuffer * _pBuffer)
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m_resolved = true;
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gDP.changed |= CHANGED_SCISSOR;
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return m_pResolveDepthBufferTexture;
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#else
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return m_pDepthBufferTexture;
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#endif
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}
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void DepthBuffer::activateDepthBufferTexture(FrameBuffer * _pBuffer)
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@ -317,6 +317,7 @@ bool FrameBuffer::isValid() const
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void FrameBuffer::resolveMultisampledTexture()
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{
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#ifdef GL_MULTISAMPLING_SUPPORT
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if (m_resolved)
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return;
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glScissor(0, 0, m_pTexture->realWidth, m_pTexture->realHeight);
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@ -332,6 +333,7 @@ void FrameBuffer::resolveMultisampledTexture()
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, frameBufferList().getCurrent()->m_FBO);
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gDP.changed |= CHANGED_SCISSOR;
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m_resolved = true;
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#endif
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}
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CachedTexture * FrameBuffer::getTexture()
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