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Use glGetFloatv to fetch GL_SAMPLE_COVERAGE_VALUE
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@@ -1217,7 +1217,7 @@ void GLRenderState::FetchState(WrappedOpenGL *driver)
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if(HasExt[ARB_texture_multisample_no_array] || HasExt[ARB_texture_multisample])
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GL.glGetIntegeri_v(eGL_SAMPLE_MASK_VALUE, 0, (GLint *)&SampleMask[0]);
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GL.glGetIntegerv(eGL_SAMPLE_COVERAGE_VALUE, (GLint *)&SampleCoverage);
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GL.glGetFloatv(eGL_SAMPLE_COVERAGE_VALUE, &SampleCoverage);
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{
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GLint invert = 0;
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