mirror of https://github.com/bjornbytes/lovr.git
Fix sneaky MSAA bug;
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0dbdc78c87
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@ -1370,17 +1370,16 @@ void lovrCanvasBind(Canvas* canvas) {
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Texture* texture = attachment->texture;
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int slice = attachment->slice;
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int level = attachment->level;
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uint32_t id = texture->msaa ? texture->msaaId : texture->id;
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if (texture->msaa) {
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, buffer, GL_RENDERBUFFER, texture->msaaId);
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}
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switch (texture->type) {
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case TEXTURE_2D: glFramebufferTexture2D(GL_READ_FRAMEBUFFER, buffer, GL_TEXTURE_2D, id, level); break;
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case TEXTURE_CUBE: glFramebufferTexture2D(GL_READ_FRAMEBUFFER, buffer, GL_TEXTURE_CUBE_MAP_POSITIVE_X + slice, id, level); break;
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case TEXTURE_ARRAY: glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, buffer, id, level, slice); break;
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case TEXTURE_VOLUME: glFramebufferTexture3D(GL_READ_FRAMEBUFFER, buffer, GL_TEXTURE_3D, id, level, slice); break;
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case TEXTURE_2D: glFramebufferTexture2D(GL_READ_FRAMEBUFFER, buffer, GL_TEXTURE_2D, texture->id, level); break;
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case TEXTURE_CUBE: glFramebufferTexture2D(GL_READ_FRAMEBUFFER, buffer, GL_TEXTURE_CUBE_MAP_POSITIVE_X + slice, texture->id, level); break;
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case TEXTURE_ARRAY: glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, buffer, texture->id, level, slice); break;
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case TEXTURE_VOLUME: glFramebufferTexture3D(GL_READ_FRAMEBUFFER, buffer, GL_TEXTURE_3D, texture->id, level, slice); break;
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}
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}
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glDrawBuffers(canvas->count, buffers);
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