Fix MSAA texture creation logic

This commit is contained in:
Alex Szpakowski
2020-02-09 12:46:52 -04:00
parent 694bc9c5b7
commit aa636381d0
4 changed files with 12 additions and 18 deletions
+1 -1
View File
@@ -1373,7 +1373,7 @@ void Graphics::initCapabilities()
capabilities.limits[LIMIT_VOLUME_TEXTURE_SIZE] = gl.getMax3DTextureSize();
capabilities.limits[LIMIT_CUBE_TEXTURE_SIZE] = gl.getMaxCubeTextureSize();
capabilities.limits[LIMIT_RENDER_TARGETS] = gl.getMaxRenderTargets();
capabilities.limits[LIMIT_TEXTURE_MSAA] = gl.getMaxRenderbufferSamples();
capabilities.limits[LIMIT_TEXTURE_MSAA] = gl.getMaxSamples();
capabilities.limits[LIMIT_ANISOTROPY] = gl.getMaxAnisotropy();
static_assert(LIMIT_MAX_ENUM == 8, "Graphics::initCapabilities must be updated when adding a new system limit!");