use proper texture in Android MSAA
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816341af25
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51db564811
@ -4733,12 +4733,13 @@ void RasterizerStorageGLES2::_render_target_allocate(RenderTarget *rt) {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glFramebufferTexture2DMultisample(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->color, 0, msaa);
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glFramebufferTexture2DMultisample(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->multisample_color, 0, msaa);
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#endif
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#endif
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GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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if (status != GL_FRAMEBUFFER_COMPLETE) {
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if (status != GL_FRAMEBUFFER_COMPLETE) {
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WARN_PRINT_ONCE("Cannot allocate back framebuffer for MSAA");
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printf("err status: %x\n", status);
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printf("err status: %x\n", status);
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_render_target_clear(rt);
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_render_target_clear(rt);
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ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE);
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ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE);
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