diff --git a/src/gx/glsdl/GLSDLDevice.cpp b/src/gx/glsdl/GLSDLDevice.cpp index c317135..76e5b68 100644 --- a/src/gx/glsdl/GLSDLDevice.cpp +++ b/src/gx/glsdl/GLSDLDevice.cpp @@ -2017,20 +2017,20 @@ void GLSDLDevice::LoadDefaultStates() { void GLSDLDevice::ResetBackbuffer(uint32_t width, uint32_t height, GLTextureFormat colorFormat, GLTextureFormat depthFormat, uint32_t sampleCount) { BLIZZARD_ASSERT(this->m_Context.IsCurrentContext()); - if ( - this->m_BackBufferColor - && this->m_BackBufferColor->m_Width == width - && this->m_BackBufferColor->m_Height == height - && this->m_BackBufferColor->m_Format == colorFormat - && this->m_BackBufferDepth - && this->m_BackBufferDepth->m_Format == depthFormat - ) { - if (this->m_UseWindowSystemBuffer && this->m_CurrentTarget->GetSampleCount() != sampleCount) { - // this->m_Context.SetContextFormat(depthFormat, sampleCount); - } + // if ( + // this->m_BackBufferColor + // && this->m_BackBufferColor->m_Width == width + // && this->m_BackBufferColor->m_Height == height + // && this->m_BackBufferColor->m_Format == colorFormat + // && this->m_BackBufferDepth + // && this->m_BackBufferDepth->m_Format == depthFormat + // ) { + // if (this->m_UseWindowSystemBuffer && this->m_CurrentTarget->GetSampleCount() != sampleCount) { + // // this->m_Context.SetContextFormat(depthFormat, sampleCount); + // } - return; - } + // return; + // } auto v24 = this->m_BackBufferColor != 0;