Fix display of multisampled render buffers

This commit is contained in:
baldurk
2016-08-02 11:46:46 +02:00
parent c623883f78
commit e28d0d57a6
+6 -1
View File
@@ -1362,6 +1362,8 @@ bool GLReplay::RenderTextureInternal(TextureDisplay cfg, bool blendAlpha)
{
case eGL_RENDERBUFFER:
resType = RESTYPE_TEX2D;
if(texDetails.samples > 1)
resType = RESTYPE_TEX2DMS;
renderbuffer = true;
break;
case eGL_TEXTURE_1D: resType = RESTYPE_TEX1D; break;
@@ -1404,7 +1406,10 @@ bool GLReplay::RenderTextureInternal(TextureDisplay cfg, bool blendAlpha)
gl.glBindFramebuffer(eGL_READ_FRAMEBUFFER, curReadFBO);
texname = texDetails.renderbufferReadTex;
target = eGL_TEXTURE_2D;
if(resType == RESTYPE_TEX2D)
target = eGL_TEXTURE_2D;
else
target = eGL_TEXTURE_2D_MULTISAMPLE;
}
MakeCurrentReplayContext(m_DebugCtx);