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Don't enable multisampling
It never worked in the first place, because we were never requesting it in glutin, and it provides no value given that textures are already antialiased.
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@ -50,7 +50,6 @@ impl Glsl3Renderer {
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unsafe {
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gl::Enable(gl::BLEND);
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gl::BlendFunc(gl::SRC1_COLOR, gl::ONE_MINUS_SRC1_COLOR);
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gl::Enable(gl::MULTISAMPLE);
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// Disable depth mask, as the renderer never uses depth tests.
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gl::DepthMask(gl::FALSE);
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