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@@ -300,7 +300,7 @@ public class FilterPostProcessor implements SceneProcessor, Savable {
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public void postFrame(FrameBuffer out) {
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FrameBuffer sceneBuffer = renderFrameBuffer;
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- if (renderFrameBufferMS != null && !renderer.getCaps().contains(Caps.OpenGL31)) {
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+ if (renderFrameBufferMS != null && !renderer.getCaps().contains(Caps.OpenGL32)) {
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renderer.copyFrameBuffer(renderFrameBufferMS, renderFrameBuffer, true);
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} else if (renderFrameBufferMS != null) {
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sceneBuffer = renderFrameBufferMS;
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@@ -443,7 +443,7 @@ public class FilterPostProcessor implements SceneProcessor, Savable {
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//antialiasing on filters only supported in opengl 3 due to depth read problem
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if (numSamples > 1 && caps.contains(Caps.FrameBufferMultisample)) {
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renderFrameBufferMS = new FrameBuffer(width, height, numSamples);
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- if (caps.contains(Caps.OpenGL31)) {
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+ if (caps.contains(Caps.OpenGL32)) {
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Texture2D msColor = new Texture2D(width, height, numSamples, fbFormat);
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Texture2D msDepth = new Texture2D(width, height, numSamples, Format.Depth);
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renderFrameBufferMS.setDepthTexture(msDepth);
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@@ -456,7 +456,7 @@ public class FilterPostProcessor implements SceneProcessor, Savable {
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}
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}
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- if (numSamples <= 1 || !caps.contains(Caps.OpenGL31)) {
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+ if (numSamples <= 1 || !caps.contains(Caps.OpenGL32)) {
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renderFrameBuffer = new FrameBuffer(width, height, 1);
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renderFrameBuffer.setDepthBuffer(Format.Depth);
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filterTexture = new Texture2D(width, height, fbFormat);
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