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@@ -2931,14 +2931,16 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
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glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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#elif IPHONE_ENABLED
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+
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glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->multisample_fbo);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->fbo);
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glResolveMultisampleFramebufferAPPLE();
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glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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-#else
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- // In GLES2 Blit is not available, so just copy color texture manually
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+#elif ANDROID_ENABLED
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+
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+ // In GLES2 AndroidBlit is not available, so just copy color texture manually
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_copy_texture_to_front_buffer(storage->frame.current_rt->multisample_color);
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#endif
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}
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@@ -2972,8 +2974,17 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
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glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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-#else
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- // In GLES2 Blit is not available, so just copy color texture manually
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+#elif IPHONE_ENABLED
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+
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+ glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->multisample_fbo);
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+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->fbo);
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+ glResolveMultisampleFramebufferAPPLE();
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+
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+ glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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+#elif ANDROID_ENABLED
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+
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+ // In GLES2 Android Blit is not available, so just copy color texture manually
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_copy_texture_to_front_buffer(storage->frame.current_rt->multisample_color);
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#endif
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}
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