GL: Fixed MSAA texture sampling.
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@ -4315,9 +4315,10 @@ namespace bgfx { namespace gl
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uint32_t msaaQuality = ( (m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT);
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msaaQuality = bx::uint32_satsub(msaaQuality, 1);
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msaaQuality = bx::uint32_min(s_renderGL->m_maxMsaa, msaaQuality == 0 ? 0 : 1<<msaaQuality);
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const bool msaaSample = 0 != (m_flags&BGFX_TEXTURE_MSAA_SAMPLE);
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if (0 != msaaQuality
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|| writeOnly)
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if (!msaaSample
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&& (0 != msaaQuality || writeOnly) )
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{
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GL_CHECK(glGenRenderbuffers(1, &m_rbo) );
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BX_CHECK(0 != m_rbo, "Failed to generate renderbuffer id.");
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