fix: Disable texture multisampling for now as it causes issues on certain platforms
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4eba620bee
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@ -68,38 +68,35 @@ namespace ImGuiExt {
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if (filter == Texture::Filter::Nearest)
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if (filter == Texture::Filter::Nearest)
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return texture;
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return texture;
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// WebGL doesn't support multisampling
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#if 0
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#if defined(OS_WEB)
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constexpr static auto SampleCount = 8;
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return texture;
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// Generate renderbuffer
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GLuint renderbuffer;
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glGenRenderbuffers(1, &renderbuffer);
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glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
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glRenderbufferStorageMultisample(GL_RENDERBUFFER, SampleCount, GL_DEPTH24_STENCIL8, width, height);
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// Generate framebuffer
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GLuint framebuffer;
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glGenFramebuffers(1, &framebuffer);
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glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
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// Attach texture to color attachment 0
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
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// Attach renderbuffer to depth-stencil attachment
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, renderbuffer);
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// Check framebuffer status
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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return 0;
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}
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// Unbind framebuffer
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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#endif
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#endif
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constexpr static auto SampleCount = 8;
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// Generate renderbuffer
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GLuint renderbuffer;
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glGenRenderbuffers(1, &renderbuffer);
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glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
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glRenderbufferStorageMultisample(GL_RENDERBUFFER, SampleCount, GL_DEPTH24_STENCIL8, width, height);
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// Generate framebuffer
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GLuint framebuffer;
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glGenFramebuffers(1, &framebuffer);
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glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
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// Attach texture to color attachment 0
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
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// Attach renderbuffer to depth-stencil attachment
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, renderbuffer);
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// Check framebuffer status
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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return 0;
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}
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// Unbind framebuffer
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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return texture;
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return texture;
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}
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}
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