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authorDave Parks <davep@lindenlab.com>2011-05-25 15:51:15 -0500
committerDave Parks <davep@lindenlab.com>2011-05-25 15:51:15 -0500
commit9eea451a82379a61fa4a6cc2a55274e06cecbd58 (patch)
tree51f44405fa18b7a2354c22c0c4125f49e8b21d69 /indra/llrender/llgl.h
parent0d5a661e57239c3e5d46a55cf4e2d808f31121fe (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.h1
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;