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Handle backbuffer MSAA manually in love.graphics code
Previously love would use SDL APIs to make the system (WGL etc) handle it, which meant the OpenGL context had to be recreated whenever MSAA changed.
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@@ -139,11 +139,11 @@ private:
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bool debug;
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};
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void setGLFramebufferAttributes(int msaa, bool sRGB, bool stencil, int depth);
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void setGLFramebufferAttributes(bool sRGB);
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void setGLContextAttributes(const ContextAttribs &attribs);
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bool checkGLVersion(const ContextAttribs &attribs, std::string &outversion);
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std::vector<ContextAttribs> getContextAttribsList() const;
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bool createWindowAndContext(int x, int y, int w, int h, Uint32 windowflags, int msaa, bool stencil, int depth);
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bool createWindowAndContext(int x, int y, int w, int h, Uint32 windowflags);
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// Update the saved window settings based on the window's actual state.
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void updateSettings(const WindowSettings &newsettings, bool updateGraphicsViewport);
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