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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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@ -612,6 +612,8 @@ bool COpenGLExtensionHandler::queryFeature(E_VIDEO_DRIVER_FEATURE feature) const
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return FeatureAvailable[IRR_ARB_seamless_cube_map];
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case EVDF_DEPTH_CLAMP:
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return FeatureAvailable[IRR_NV_depth_clamp] || FeatureAvailable[IRR_ARB_depth_clamp];
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case EVDF_TEXTURE_MULTISAMPLE:
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return (Version >= 302) || FeatureAvailable[IRR_ARB_texture_multisample];
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default:
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return false;
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