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Don't use A2C when MSAA is off
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parent
69386df036
commit
f2eed5594a
3 changed files with 4 additions and 4 deletions
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@ -235,7 +235,7 @@ void LocalMap::setupRenderToTexture(osg::ref_ptr<osg::Camera> camera, int x, int
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unsigned int samples = 0;
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unsigned int samples = 0;
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unsigned int colourSamples = 0;
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unsigned int colourSamples = 0;
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if (Settings::Manager::getBool("convert alpha test to alpha-to-coverage", "Shaders"))
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if (Settings::Manager::getBool("convert alpha test to alpha-to-coverage", "Shaders") && Settings::Manager::getInt("antialiasing", "Video") > 1)
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{
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{
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// Alpha-to-coverage requires a multisampled framebuffer.
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// Alpha-to-coverage requires a multisampled framebuffer.
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// OSG will set that up automatically and resolve it to the specified single-sample texture for us.
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// OSG will set that up automatically and resolve it to the specified single-sample texture for us.
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@ -219,7 +219,7 @@ namespace MWRender
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resourceSystem->getSceneManager()->setAutoUseSpecularMaps(Settings::Manager::getBool("auto use object specular maps", "Shaders"));
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resourceSystem->getSceneManager()->setAutoUseSpecularMaps(Settings::Manager::getBool("auto use object specular maps", "Shaders"));
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resourceSystem->getSceneManager()->setSpecularMapPattern(Settings::Manager::getString("specular map pattern", "Shaders"));
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resourceSystem->getSceneManager()->setSpecularMapPattern(Settings::Manager::getString("specular map pattern", "Shaders"));
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resourceSystem->getSceneManager()->setApplyLightingToEnvMaps(Settings::Manager::getBool("apply lighting to environment maps", "Shaders"));
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resourceSystem->getSceneManager()->setApplyLightingToEnvMaps(Settings::Manager::getBool("apply lighting to environment maps", "Shaders"));
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resourceSystem->getSceneManager()->setConvertAlphaTestToAlphaToCoverage(Settings::Manager::getBool("convert alpha test to alpha-to-coverage", "Shaders"));
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resourceSystem->getSceneManager()->setConvertAlphaTestToAlphaToCoverage(Settings::Manager::getBool("convert alpha test to alpha-to-coverage", "Shaders") && Settings::Manager::getInt("antialiasing", "Video") > 1);
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osg::ref_ptr<SceneUtil::LightManager> sceneRoot = new SceneUtil::LightManager;
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osg::ref_ptr<SceneUtil::LightManager> sceneRoot = new SceneUtil::LightManager;
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sceneRoot->setLightingMask(Mask_Lighting);
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sceneRoot->setLightingMask(Mask_Lighting);
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@ -273,7 +273,7 @@ public:
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unsigned int samples = 0;
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unsigned int samples = 0;
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unsigned int colourSamples = 0;
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unsigned int colourSamples = 0;
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if (Settings::Manager::getBool("convert alpha test to alpha-to-coverage", "Shaders"))
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if (Settings::Manager::getBool("convert alpha test to alpha-to-coverage", "Shaders") && Settings::Manager::getInt("antialiasing", "Video") > 1)
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{
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{
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// Alpha-to-coverage requires a multisampled framebuffer.
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// Alpha-to-coverage requires a multisampled framebuffer.
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// OSG will set that up automatically and resolve it to the specified single-sample texture for us.
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// OSG will set that up automatically and resolve it to the specified single-sample texture for us.
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@ -368,7 +368,7 @@ public:
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unsigned int samples = 0;
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unsigned int samples = 0;
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unsigned int colourSamples = 0;
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unsigned int colourSamples = 0;
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if (Settings::Manager::getBool("convert alpha test to alpha-to-coverage", "Shaders"))
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if (Settings::Manager::getBool("convert alpha test to alpha-to-coverage", "Shaders") && Settings::Manager::getInt("antialiasing", "Video") > 1)
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{
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{
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// Alpha-to-coverage requires a multisampled framebuffer.
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// Alpha-to-coverage requires a multisampled framebuffer.
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// OSG will set that up automatically and resolve it to the specified single-sample texture for us.
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// OSG will set that up automatically and resolve it to the specified single-sample texture for us.
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