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-rw-r--r--indra/newview/pipeline.cpp8
1 files changed, 3 insertions, 5 deletions
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index 1ebc0a6a09..78d1044ff3 100644
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -582,7 +582,6 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY)
BOOL ssao = gSavedSettings.getBOOL("RenderDeferredSSAO");
bool gi = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_DEFERRED);
- samples = llmin(samples, (U32) 8); //cap multisample buffers to 8 samples when rendering deferred
//allocate deferred rendering color buffers
mDeferredScreen.allocate(resX, resY, GL_RGBA, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE);
mDeferredDepth.allocate(resX, resY, 0, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE);
@@ -693,9 +692,8 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY)
}
- if (LLRenderTarget::sUseFBO && !sRenderDeferred && gGLManager.mHasFramebufferMultisample && samples > 1)
- { // DON'T use multisample buffers when rendering deferred -- multisampling doesn't play nice with deferred rendering
- //so a post-effect smooths edges in screen space
+ if (LLRenderTarget::sUseFBO && gGLManager.mHasFramebufferMultisample && samples > 1)
+ {
mSampleBuffer.allocate(resX,resY,GL_RGBA,TRUE,TRUE,LLTexUnit::TT_RECT_TEXTURE,FALSE,samples);
if (LLPipeline::sRenderDeferred)
{
@@ -6372,7 +6370,7 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
if (channel > -1)
{
mScreen.bindTexture(0, channel);
- gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
+ gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
}
gGL.begin(LLRender::TRIANGLE_STRIP);