Thanks @DuBearte.
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@@ -147,6 +147,8 @@ SolidCraft changes:
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- `src/lib.rs`: use 1x MSAA on the selected OpenGL adapter before creating pipelines,
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exposing the effective sample count so host paint callbacks can match it.
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- `src/winit.rs`: use that same effective count for depth and resolve attachments.
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- `src/renderer.rs`: when the GPU refuses a staging buffer for a frame's meshes (device lost
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or out of memory), log a warning and draw nothing that frame instead of panicking (#1469).
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- Other backends retain requested MSAA, without another adapter or device probe.
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- `src/lib.rs`: clamp MSAA to the largest sample count the device supports for the surface and
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depth formats (`supported_msaa_samples`, `RenderState::msaa_supported`): a saved 8x on a
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