diff --git a/Engine/source/gfx/D3D11/gfxD3D11Target.cpp b/Engine/source/gfx/D3D11/gfxD3D11Target.cpp index 989e086e2..2e6e9fe61 100644 --- a/Engine/source/gfx/D3D11/gfxD3D11Target.cpp +++ b/Engine/source/gfx/D3D11/gfxD3D11Target.cpp @@ -133,17 +133,14 @@ void GFXD3D11TextureTarget::attachTexture( RenderSlot slot, GFXTextureObject *te mTargets[slot] = d3dto->get2DTex(); mTargets[slot]->AddRef(); mTargetViews[slot] = d3dto->getRTView(); - mTargetViews[slot]->AddRef(); + mTargetViews[slot]->AddRef(); + mResolveTargets[slot] = d3dto; } else { mTargets[slot] = d3dto->getSurface(); mTargets[slot]->AddRef(); mTargetViews[slot]->AddRef(); - // Only assign resolve target if d3dto has a surface to give us. - // - // That usually means there is an MSAA target involved, which is why - // the resolve is needed to get the data out of the target. mResolveTargets[slot] = d3dto; if ( tex && slot == Color0 )