From 53b93f8cd55c7fe84a3e24879bee74ee621e8ecb Mon Sep 17 00:00:00 2001 From: Ryan Houdek Date: Sun, 22 Sep 2013 13:54:47 +0000 Subject: Allow GLES3 hardware to support FSAA. Need a GUI option for this on Android devices. --- Source/Plugins/Plugin_VideoOGL/Src/FramebufferManager.cpp | 4 +--- 1 file changed, 1 insertion(+), 3 deletions(-) (limited to 'Source/Plugins/Plugin_VideoOGL/Src/FramebufferManager.cpp') diff --git a/Source/Plugins/Plugin_VideoOGL/Src/FramebufferManager.cpp b/Source/Plugins/Plugin_VideoOGL/Src/FramebufferManager.cpp index f3b8578b23..9eac9f603b 100644 --- a/Source/Plugins/Plugin_VideoOGL/Src/FramebufferManager.cpp +++ b/Source/Plugins/Plugin_VideoOGL/Src/FramebufferManager.cpp @@ -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); -- cgit v1.2.3