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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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@ -129,6 +129,9 @@ enum E_VIDEO_DRIVER_FEATURE
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//! Support for clamping vertices beyond far-plane to depth instead of capping them.
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EVDF_DEPTH_CLAMP,
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//! Support for multisample textures.
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EVDF_TEXTURE_MULTISAMPLE,
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//! Only used for counting the elements of this enum
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EVDF_COUNT
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};
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