From d7b02925906cc090f983044a652a49fd32cc3fcb Mon Sep 17 00:00:00 2001 From: Nehon Date: Sat, 8 Aug 2015 09:26:55 +0200 Subject: [PATCH] FilterPostProcessor now checks for ogl 3.2 capability to use multitsampled textures --- .../src/main/java/com/jme3/post/FilterPostProcessor.java | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/jme3-core/src/main/java/com/jme3/post/FilterPostProcessor.java b/jme3-core/src/main/java/com/jme3/post/FilterPostProcessor.java index 2cd8b83f8..b28aecece 100644 --- a/jme3-core/src/main/java/com/jme3/post/FilterPostProcessor.java +++ b/jme3-core/src/main/java/com/jme3/post/FilterPostProcessor.java @@ -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);