Index: ps/trunk/source/renderer/PostprocManager.cpp =================================================================== --- ps/trunk/source/renderer/PostprocManager.cpp +++ ps/trunk/source/renderer/PostprocManager.cpp @@ -470,8 +470,9 @@ { ENSURE(m_IsInitialized); - // Don't do anything if we are using the default effect. - if (m_PostProcEffect == L"default") + // Don't do anything if we are using the default effect and no AA. + const bool hasEffects = m_PostProcEffect != L"default"; + if (!hasEffects && !m_AATech) return; pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_PongFbo); @@ -490,13 +491,15 @@ pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_PingFbo); pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0); - // First render blur textures. Note that this only happens ONLY ONCE, before any effects are applied! - // (This may need to change depending on future usage, however that will have a fps hit) - ApplyBlur(); - - pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_PingFbo); - for (int pass = 0; pass < m_PostProcTech->GetNumPasses(); ++pass) - ApplyEffect(m_PostProcTech, pass); + if (hasEffects) + { + // First render blur textures. Note that this only happens ONLY ONCE, before any effects are applied! + // (This may need to change depending on future usage, however that will have a fps hit) + ApplyBlur(); + pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_PingFbo); + for (int pass = 0; pass < m_PostProcTech->GetNumPasses(); ++pass) + ApplyEffect(m_PostProcTech, pass); + } if (m_AATech) {