FilterPostProcessor now checks for ogl 3.2 capability to use multitsampled textures
This commit is contained in:
parent
fc0975c0cc
commit
a730da35b4
@ -300,7 +300,7 @@ public class FilterPostProcessor implements SceneProcessor, Savable {
|
||||
public void postFrame(FrameBuffer out) {
|
||||
|
||||
FrameBuffer sceneBuffer = renderFrameBuffer;
|
||||
if (renderFrameBufferMS != null && !renderer.getCaps().contains(Caps.OpenGL31)) {
|
||||
if (renderFrameBufferMS != null && !renderer.getCaps().contains(Caps.OpenGL32)) {
|
||||
renderer.copyFrameBuffer(renderFrameBufferMS, renderFrameBuffer, true);
|
||||
} else if (renderFrameBufferMS != null) {
|
||||
sceneBuffer = renderFrameBufferMS;
|
||||
@ -443,7 +443,7 @@ public class FilterPostProcessor implements SceneProcessor, Savable {
|
||||
//antialiasing on filters only supported in opengl 3 due to depth read problem
|
||||
if (numSamples > 1 && caps.contains(Caps.FrameBufferMultisample)) {
|
||||
renderFrameBufferMS = new FrameBuffer(width, height, numSamples);
|
||||
if (caps.contains(Caps.OpenGL31)) {
|
||||
if (caps.contains(Caps.OpenGL32)) {
|
||||
Texture2D msColor = new Texture2D(width, height, numSamples, fbFormat);
|
||||
Texture2D msDepth = new Texture2D(width, height, numSamples, Format.Depth);
|
||||
renderFrameBufferMS.setDepthTexture(msDepth);
|
||||
@ -456,7 +456,7 @@ public class FilterPostProcessor implements SceneProcessor, Savable {
|
||||
}
|
||||
}
|
||||
|
||||
if (numSamples <= 1 || !caps.contains(Caps.OpenGL31)) {
|
||||
if (numSamples <= 1 || !caps.contains(Caps.OpenGL32)) {
|
||||
renderFrameBuffer = new FrameBuffer(width, height, 1);
|
||||
renderFrameBuffer.setDepthBuffer(Format.Depth);
|
||||
filterTexture = new Texture2D(width, height, fbFormat);
|
||||
|
Loading…
x
Reference in New Issue
Block a user