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Renamed all cases of FSAA to the more accurately-named MSAA. The FSAA names (canvas:getFSAA, t.window.fsaa, etc.) still exist for now, for backwards-compatibility.
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@@ -57,7 +57,7 @@ public:
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FORMAT_MAX_ENUM
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};
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Canvas(int width, int height, Format format = FORMAT_NORMAL, int fsaa = 0);
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Canvas(int width, int height, Format format = FORMAT_NORMAL, int msaa = 0);
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virtual ~Canvas();
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// Implements Volatile.
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@@ -108,9 +108,9 @@ public:
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return format;
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}
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inline int getFSAA() const
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inline int getMSAA() const
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{
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return fsaa_samples;
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return msaa_samples;
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}
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bool resolveMSAA();
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@@ -133,7 +133,7 @@ public:
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private:
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bool createFSAAFBO(GLenum internalformat);
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bool createMSAAFBO(GLenum internalformat);
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static Format getSizedFormat(Format format);
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static void convertFormat(Format format, GLenum &internalformat, GLenum &externalformat, GLenum &type);
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@@ -142,7 +142,7 @@ private:
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GLuint resolve_fbo;
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GLuint texture;
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GLuint fsaa_buffer;
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GLuint msaa_buffer;
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GLuint depth_stencil;
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Format format;
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@@ -151,8 +151,8 @@ private:
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std::vector<Canvas *> attachedCanvases;
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int fsaa_samples;
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bool fsaa_dirty;
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int msaa_samples;
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bool msaa_dirty;
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void setupGrab();
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void drawv(const Matrix &t, const Vertex *v);
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