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Use proper number of MSAA samples for headset canvas;

This commit is contained in:
bjorn 2017-12-18 15:54:00 -08:00
parent 77d8b96cfd
commit 5b77d42fa0

View file

@ -721,15 +721,19 @@ static ModelData* openvrControllerNewModelData(Controller* controller) {
static void openvrRenderTo(headsetRenderCallback callback, void* userdata) {
if (!state.isInitialized) return;
lovrGraphicsPushView();
if (!state.canvas) {
glBindFramebuffer(0);
int msaa = 0;
glGetIntegerv(GL_SAMPLES, &msaa);
state.system->GetRecommendedRenderTargetSize(&state.renderWidth, &state.renderHeight);
state.canvas = lovrCanvasCreate(state.renderWidth, state.renderHeight, FORMAT_RGB, CANVAS_3D, 4, true, false);
state.canvas = lovrCanvasCreate(state.renderWidth, state.renderHeight, FORMAT_RGB, CANVAS_3D, msaa, true, false);
}
float head[16], transform[16], projection[16];
float (*matrix)[4];
lovrGraphicsPushView();
state.isRendering = true;
state.compositor->WaitGetPoses(state.renderPoses, 16, NULL, 0);