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Implement support for FSAA in combination with post-processing (#15392)
- Actually it's MSAA I think, or perhaps the terms are equivalent - I've made it fit into the existing Irrlicht architecture, but that has resulted in code duplication compared to my original "hacky" approach - OpenGL 3.2+ and OpenGL ES 3.1+ are supported - EDT_OPENGL3 is not required, EDT_OPENGL works too - Helpful tutorial: https://learnopengl.com/Advanced-OpenGL/Anti-Aliasing, section "Off-screen MSAA" - This may be rough around the edges, but in general it works
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@ -410,10 +410,12 @@ anisotropic_filter (Anisotropic filtering) bool false
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# * None - No antialiasing (default)
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#
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# * FSAA - Hardware-provided full-screen antialiasing
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# (incompatible with Post Processing and Undersampling)
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# A.K.A multi-sample antialiasing (MSAA)
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# Smoothens out block edges but does not affect the insides of textures.
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# A restart is required to change this option.
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#
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# If Post Processing is disabled, changing FSAA requires a restart.
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# Also, if Post Processing is disabled, FSAA will not work together with
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# undersampling or a non-default "3d_mode" setting.
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#
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# * FXAA - Fast approximate antialiasing
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# Applies a post-processing filter to detect and smoothen high-contrast edges.
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