}
}
-void GL_MultiSampling(qboolean state)
-{
- switch(vid.renderpath)
- {
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GLES1:
- case RENDERPATH_GL20:
- case RENDERPATH_GLES2:
- if (vid.support.arb_multisample && vid.mode.samples > 1)
- {
- if (state)
- qglEnable(GL_MULTISAMPLE_ARB);
- else
- qglDisable(GL_MULTISAMPLE_ARB);
- CHECKGLERROR
- }
- break;
- case RENDERPATH_D3D9:
- break;
- case RENDERPATH_D3D10:
- break;
- case RENDERPATH_D3D11:
- break;
- case RENDERPATH_SOFT:
- break;
- }
-}
-
void GL_AlphaTest(int state)
{
if (gl_state.alphatest != state)
break;
case RENDERPATH_GL20:
// alpha to coverage turns the alpha value of the pixel into 0%, 25%, 50%, 75% or 100% by masking the multisample fragments accordingly
- if (vid.support.arb_multisample && vid.mode.samples > 1)
+ CHECKGLERROR
+ if (gl_state.alphatocoverage)
{
- CHECKGLERROR
- if (gl_state.alphatocoverage)
- {
- qglEnable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);CHECKGLERROR
- qglEnable(GL_MULTISAMPLE_ARB);CHECKGLERROR
- }
- else
- {
- qglDisable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);CHECKGLERROR
- qglDisable(GL_MULTISAMPLE_ARB);CHECKGLERROR
- }
+ qglEnable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);CHECKGLERROR
+// qglEnable(GL_MULTISAMPLE_ARB);CHECKGLERROR
+ }
+ else
+ {
+ qglDisable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);CHECKGLERROR
+// qglDisable(GL_MULTISAMPLE_ARB);CHECKGLERROR
}
break;
}