OpenGL Render: Support full-sample Anti-Aliasing
This brings back old (slower), higher quality method. Useful since graphics cards often use a faster MSAA which only oversamples edges.
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@@ -565,6 +565,7 @@ void BKE_sequencer_new_render_data(
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r_context->view_id = 0;
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r_context->gpu_offscreen = NULL;
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r_context->gpu_samples = (scene->r.mode & R_OSA) ? scene->r.osa : 0;
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r_context->gpu_full_samples = (r_context->gpu_samples) && (scene->r.scemode & R_FULL_SAMPLE);
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}
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/* ************************* iterator ************************** */
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@@ -3221,7 +3222,7 @@ static ImBuf *seq_render_scene_strip(const SeqRenderData *context, Sequence *seq
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context->scene->r.seq_prev_type,
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(context->scene->r.seq_flag & R_SEQ_SOLID_TEX) != 0,
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use_gpencil, true, scene->r.alphamode,
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context->gpu_samples, viewname,
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context->gpu_samples, context->gpu_full_samples, viewname,
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context->gpu_fx, context->gpu_offscreen, err_out);
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if (ibuf == NULL) {
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fprintf(stderr, "seq_render_scene_strip failed to get opengl buffer: %s\n", err_out);
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