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Basically working MSAA on desktop GPUs! Some glitches remain.
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@@ -901,7 +901,8 @@ static ConfigSetting graphicsSettings[] = {
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// Most low-performance (and many high performance) mobile GPUs do not support aniso anyway so defaulting to 4 is fine.
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ConfigSetting("AnisotropyLevel", &g_Config.iAnisotropyLevel, 4, true, true),
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ConfigSetting("MultiSampleLevel", &g_Config.iMultiSampleLevel, 1, true, true),
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ConfigSetting("MultiSampleLevel", &g_Config.iMultiSampleLevel, 0, true, true), // Number of samples is 1 << iMultiSampleLevel
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ConfigSetting("MultiSampleQuality", &g_Config.iMultiSampleQuality, 0, true, true), // 0 = multisampling, 1 = halfway to SGSSAA, 2 = SGSSAA.
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ReportedConfigSetting("VertexDecCache", &g_Config.bVertexCache, false, true, true),
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ReportedConfigSetting("TextureBackoffCache", &g_Config.bTextureBackoffCache, false, true, true),
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