Disable multisampled textures, glTexImage2DMultisample#447
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Steven used multisampled textures from the beginning, but this caused incompatibilities: Thinkofname/steven#74. Subsequently fixed by increasing the number of samples, but increasing it beyond the limit caused more incompatibilities, so it was clamped to the maximum samples reported as supported by the system. Fast-forward to now, as part of adding WebGL support (#446), the use of multisampled textures via the glTexImage2DMultisample() call is unsupported on this platform. Replace the following: * glTexImage2DMultisample -> glTexImage2D * TEXTURE_2D_MULTISAMPLE -> TEXTURE_2D * sampler2DMS -> sampler2D This disables the custom multisampling anti-aliasing algorithm (MSAA) implemented in the chunk fragment shader, increasing compatibility: * Update to glow release, remove image_2d_sample() MSAA may be added back at a later date using multisampled renderbuffers instead, see #442.
This was referenced Dec 27, 2020
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Steven used multisampled textures from the beginning, but this caused
incompatibilities: Thinkofname/steven#74.
Subsequently fixed by increasing the number of samples, but increasing
it beyond the limit caused more incompatibilities, so it was clamped to
the maximum samples reported as supported by the system.
Fast-forward to now, as part of adding WebGL support (#446), the use of
multisampled textures via the glTexImage2DMultisample() call is
unsupported on this platform. Replace the following:
This disables the custom multisampling anti-aliasing algorithm (MSAA)
implemented in the chunk fragment shader, increasing compatibility:
MSAA may be added back at a later date using multisampled renderbuffers
instead, see #442.