MSAA mostly working. Only merging the MS render buffer to a single texture so that others could use the AA texture easly
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@@ -17,8 +17,9 @@ void CommonFunctions::GenerateMultiSampleTexture(GLuint* texture, int numSamples
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{
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glDeleteTextures(1, texture);
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glGenTextures(1, texture);
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glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, *texture);
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glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, numSamples, internalFormat, dimensions.x, dimensions.y, false);
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glBindTexture(GL_TEXTURE_2D, *texture);
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GLERROR("Texture initialization failed 1");
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glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, numSamples, internalFormat, dimensions.x, dimensions.y, GL_FALSE);
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GLERROR("Texture initialization failed");
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}
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