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Implement MSAA #1480
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Implement MSAA #1480
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Nice! Finally some antialiasing! It looks like when MSAA is enabled the heathaze from back surface is applied on front surfaces too: |
My previous comment was about screenshots from the original post. When I try the branch and enable MSAA I get a black screen (AMD Radeon with Mesa radeonsi driver). |
That's interesting. Can you try with effects that use the main render target disabled, like heatHaze, bloom etc (or just use the lowest profile to make sure)? Also, does it work in the main menu? |
I get a completely black screen (other than 2D drawing) with |
Actually it's just black from whenever the 2nd map is loaded. Must be some cleanup bug |
Can this be rebased on current |
Add `r_msaa`. When set to > 0, an MSAA FBO will be created with that many samples. This FBO will be used for rendering, other than when it requires sampling from current render/depth image. When such rendering is required the MSAA FBO will be blit into the main FBO and vice versa, to resolve the MSAA texture.
Done... but I haven't tested it after rebase, so I don't know if it still works lol. |
It looks like the rebase went wrong! 😅️
|
Implements #532.
Add
r_msaa
. When set to > 0, an MSAA FBO will be created with that many samples. This FBO will be used for rendering, other than when it requires sampling from current render/depth image. When such rendering is required the MSAA FBO will be blit into the main FBO and vice versa, to resolve the MSAA texture.plat23
:No MSAA:
MSAA 4x:
thunder
:No MSAA:
MSAA 4x:
MSAA 16x:
MSAA 32x: