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author | Dave Parks <davep@lindenlab.com> | 2011-05-25 15:51:15 -0500 |
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committer | Dave Parks <davep@lindenlab.com> | 2011-05-25 15:51:15 -0500 |
commit | 9eea451a82379a61fa4a6cc2a55274e06cecbd58 (patch) | |
tree | 51f44405fa18b7a2354c22c0c4125f49e8b21d69 /indra/llrender/llgl.h | |
parent | 0d5a661e57239c3e5d46a55cf4e2d808f31121fe (diff) |
SH-469 Don't use depth buffers and multisample buffers where not absolutely needed -- make sample counts consistent between shaders and render targets.
Diffstat (limited to 'indra/llrender/llgl.h')
-rw-r--r-- | indra/llrender/llgl.h | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/indra/llrender/llgl.h b/indra/llrender/llgl.h index 3719b25557..420922cf06 100644 --- a/indra/llrender/llgl.h +++ b/indra/llrender/llgl.h @@ -145,6 +145,7 @@ public: void printGLInfoString(); void getGLInfo(LLSD& info); + U32 getNumFBOFSAASamples(U32 desired_samples = 32); // In ALL CAPS std::string mGLVendor; std::string mGLVendorShort; |