From e03ebfc1120e5bcd35387717c5832ddf70b0ea51 Mon Sep 17 00:00:00 2001 From: Hugo Locurcio Date: Fri, 21 Jan 2022 15:57:47 +0100 Subject: [PATCH] =?UTF-8?q?Allow=208=C3=97=20multisampling=20in=20traditio?= =?UTF-8?q?nal=20(non-framebuffer)=20MSAA?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit This makes it possible to use 8× MSAA with the OpenGL 2.x renderer. (In Quake3e, this was already possible with OpenGL 1.x and Vulkan). --- code/renderer2/tr_init.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/code/renderer2/tr_init.c b/code/renderer2/tr_init.c index 30a712932..f07ff19e2 100644 --- a/code/renderer2/tr_init.c +++ b/code/renderer2/tr_init.c @@ -1125,7 +1125,7 @@ void R_Register( void ) r_texturebits = ri.Cvar_Get( "r_texturebits", "0", CVAR_ARCHIVE | CVAR_LATCH ); r_stencilbits = ri.Cvar_Get( "r_stencilbits", "8", CVAR_ARCHIVE | CVAR_LATCH ); r_ext_multisample = ri.Cvar_Get( "r_ext_multisample", "0", CVAR_ARCHIVE | CVAR_LATCH ); - ri.Cvar_CheckRange( r_ext_multisample, "0", "4", CV_INTEGER ); + ri.Cvar_CheckRange( r_ext_multisample, "0", "8", CV_INTEGER ); r_overBrightBits = ri.Cvar_Get ("r_overBrightBits", "1", CVAR_ARCHIVE | CVAR_LATCH ); r_ignorehwgamma = ri.Cvar_Get( "r_ignorehwgamma", "0", CVAR_ARCHIVE | CVAR_LATCH); r_simpleMipMaps = ri.Cvar_Get( "r_simpleMipMaps", "1", CVAR_ARCHIVE | CVAR_LATCH );