Disabled multisampling because we draw to an offscreen fbo anyway.

This commit is contained in:
Faerbit 2015-03-04 23:37:10 +01:00
parent 074132b49d
commit 4eb328d09d
2 changed files with 2 additions and 2 deletions

View File

@ -34,7 +34,7 @@ void Graphics::init(Level* level) {
glEnable(GL_BLEND); glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS); glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
glEnable(GL_MULTISAMPLE); //glEnable(GL_MULTISAMPLE);
fullscreen_quad_ab = SharedArrayBuffer(new ArrayBuffer()); fullscreen_quad_ab = SharedArrayBuffer(new ArrayBuffer());
fullscreen_quad_ab->defineAttribute("aPosition", GL_FLOAT, 2); fullscreen_quad_ab->defineAttribute("aPosition", GL_FLOAT, 2);

View File

@ -81,7 +81,7 @@ bool createWindow()
setGLFWHintsForOpenGLVersion( ACGL_OPENGL_VERSION ); setGLFWHintsForOpenGLVersion( ACGL_OPENGL_VERSION );
// activate multisampling (second parameter is the number of samples): // activate multisampling (second parameter is the number of samples):
glfwWindowHint( GLFW_SAMPLES, 4); //glfwWindowHint( GLFW_SAMPLES, 4);
// request an OpenGL debug context: // request an OpenGL debug context:
glfwWindowHint( GLFW_OPENGL_DEBUG_CONTEXT, true ); glfwWindowHint( GLFW_OPENGL_DEBUG_CONTEXT, true );