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disabling use of multisampled FBO when numSamples == 1
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@@ -557,8 +557,6 @@ public class PGL {
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public void endOnscreenDraw(boolean clear0) {
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if (!clear0) {
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GLES20.glDisable(GLES20.GL_BLEND);
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// We are in the primary surface, and no clear mode, this means that the current
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// contents of the front buffer needs to be used in the next frame as the background.
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GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0);
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@@ -567,7 +565,8 @@ public class PGL {
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GLES20.glClearColor(0, 0, 0, 0);
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GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT);
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// Render current front texture to screen.
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// Render current front texture to screen, without blending.
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GLES20.glDisable(GLES20.GL_BLEND);
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drawTexture(GLES20.GL_TEXTURE_2D, colorTex[frontTex], texWidth, texHeight, 0, 0, pg.width, pg.height, 0, 0, pg.width, pg.height);
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// Swapping front and back textures.
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