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Fix wrong check for bits (using '&&' instead of '&').
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1 changed files with 1 additions and 1 deletions
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@ -236,7 +236,7 @@ void GFXD3D9TextureManager::_innerCreateTexture( GFXD3D9TextureObject *retTex,
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// If this is a render target, and it wants AA or wants to match the backbuffer (for example, to share the z)
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// Check the caps though, if we can't stretchrect between textures, use the old RT method. (Which hopefully means
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// that they can't force AA on us as well.)
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if (retTex->mProfile->isRenderTarget() && mslevel != 0 && (mDeviceCaps.Caps2 && D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES))
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if (retTex->mProfile->isRenderTarget() && mslevel != 0 && (mDeviceCaps.Caps2 & D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES))
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{
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D3D9Assert(mD3DDevice->CreateRenderTarget(width, height, d3dTextureFormat,
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mstype, mslevel, false, retTex->getSurfacePtr(), NULL),
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