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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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23 changed files with 290 additions and 42 deletions
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@ -26,6 +26,7 @@ enum E_CUBE_SURFACE
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};
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//! Interface of a Render Target.
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/** This is a framebuffer object (FBO) in OpenGL. */
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class IRenderTarget : public virtual IReferenceCounted
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{
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public:
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