Fixed some stupid errors
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@@ -888,7 +888,7 @@ namespace rndr {
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glViewportDLL(0, 0, rctx->sprite_width, rctx->sprite_height);
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if (multisample && multisample_framebuffer) {
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glBindFramebuffer(GL_FRAMEBUFFER, multisample_framebuffer);
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gl_state_bind_framebuffer(multisample_framebuffer);
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gl_state_enable_multisample();
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glClearColorDLL(0.0f, 0.0f, 0.0f, 0.0f);
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glClearDLL(GL_COLOR_BUFFER_BIT);
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@@ -909,19 +909,20 @@ namespace rndr {
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gl_state_enable_depth_test();
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if (multisample && multisample_framebuffer) {
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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gl_state_bind_framebuffer(0);
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gl_state_disable_multisample();
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gl_state_bind_read_framebuffer(multisample_framebuffer);
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glBlitFramebuffer(0, 0, width, height,
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0, 0, width, height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
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gl_state_bind_read_framebuffer(0);
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fbo_blit(multisample_framebuffer, 0,
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0, 0, rctx->sprite_width, rctx->sprite_height,
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rctx->screen_x_offset, rctx->screen_y_offset,
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rctx->sprite_width, rctx->sprite_height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
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}
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else
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fbo_blit(rctx->screen_buffer.fbos[0], 0,
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0, 0, rctx->sprite_width, rctx->sprite_height,
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rctx->screen_x_offset, rctx->screen_y_offset,
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rctx->sprite_width, rctx->sprite_height, GL_COLOR_BUFFER_BIT, GL_LINEAR);
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gl_state_get_error();
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fbo_blit(rctx->screen_buffer.fbos[0], 0,
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0, 0, rctx->sprite_width, rctx->sprite_height,
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rctx->screen_x_offset, rctx->screen_y_offset,
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rctx->sprite_width, rctx->sprite_height, GL_COLOR_BUFFER_BIT, GL_LINEAR);
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shader::unbind();
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gl_state_bind_framebuffer(0);
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gl_state_end_event();
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