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Fixed issue#48. Passing bad MSAA value to glRenderbufferStorage.
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@ -534,7 +534,7 @@ namespace bgfx
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m_resolution = _resolution;
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m_resolution = _resolution;
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uint32_t msaa = 1<<( (m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT);
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uint32_t msaa = (m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
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msaa = bx::uint32_min(m_maxMsaa, msaa == 0 ? 0 : 1<<msaa);
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msaa = bx::uint32_min(m_maxMsaa, msaa == 0 ? 0 : 1<<msaa);
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bool vsync = !!(m_resolution.m_flags&BGFX_RESET_VSYNC);
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bool vsync = !!(m_resolution.m_flags&BGFX_RESET_VSYNC);
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setRenderContextSize(_resolution.m_width, _resolution.m_height, msaa, vsync);
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setRenderContextSize(_resolution.m_width, _resolution.m_height, msaa, vsync);
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