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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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@ -1678,6 +1678,12 @@ ITexture *CNullDriver::addRenderTargetTexture(const core::dimension2d<u32> &size
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return 0;
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}
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ITexture *CNullDriver::addRenderTargetTextureMs(const core::dimension2d<u32> &size, u8 msaa,
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const io::path &name, const ECOLOR_FORMAT format)
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{
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return 0;
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}
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ITexture *CNullDriver::addRenderTargetTextureCubemap(const irr::u32 sideLen,
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const io::path &name, const ECOLOR_FORMAT format)
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{
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