}
}
+void RenderTarget::set_texture_filter(TextureFilter filt)
+{
+ if(!samples)
+ {
+ for(vector<TargetBuffer>::iterator i=buffers.begin(); i!=buffers.end(); ++i)
+ i->texture->set_filter(filt);
+ }
+}
+
const Texture2D &RenderTarget::get_target_texture(unsigned i) const
{
if(i>=buffers.size())