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Fix display of multisampled render buffers
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@@ -1362,6 +1362,8 @@ bool GLReplay::RenderTextureInternal(TextureDisplay cfg, bool blendAlpha)
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{
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case eGL_RENDERBUFFER:
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resType = RESTYPE_TEX2D;
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if(texDetails.samples > 1)
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resType = RESTYPE_TEX2DMS;
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renderbuffer = true;
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break;
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case eGL_TEXTURE_1D: resType = RESTYPE_TEX1D; break;
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@@ -1404,7 +1406,10 @@ bool GLReplay::RenderTextureInternal(TextureDisplay cfg, bool blendAlpha)
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gl.glBindFramebuffer(eGL_READ_FRAMEBUFFER, curReadFBO);
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texname = texDetails.renderbufferReadTex;
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target = eGL_TEXTURE_2D;
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if(resType == RESTYPE_TEX2D)
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target = eGL_TEXTURE_2D;
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else
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target = eGL_TEXTURE_2D_MULTISAMPLE;
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}
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MakeCurrentReplayContext(m_DebugCtx);
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