Allow GLES3 hardware to support FSAA. Need a GUI option for this on Android devices.

This commit is contained in:
Ryan Houdek
2013-09-22 13:54:47 +00:00
parent eb2e3cff7e
commit 53b93f8cd5
3 changed files with 4 additions and 5 deletions

View File

@ -99,7 +99,6 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
GL_REPORT_FBO_ERROR();
}
#ifndef USE_GLES3
else
{
// EFB targets will be renderbuffers in MSAA mode (required by OpenGL).
@ -150,7 +149,7 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
glBindTexture(getFbType(), m_resolvedDepthTexture);
glTexParameteri(getFbType(), GL_TEXTURE_MAX_LEVEL, 0);
glTexImage2D(getFbType(), 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
glTexImage2D(getFbType(), 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
// Bind resolved textures to resolved framebuffer.
@ -165,7 +164,6 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
glBindFramebuffer(GL_FRAMEBUFFER, m_efbFramebuffer);
}
#endif
// Create XFB framebuffer; targets will be created elsewhere.
glGenFramebuffers(1, &m_xfbFramebuffer);