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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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grorp 2024-11-18 14:06:48 +01:00 committed by GitHub
parent a8ea165042
commit 9b6a399011
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23 changed files with 290 additions and 42 deletions

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@ -74,6 +74,8 @@ public:
return false;
case EVDF_STENCIL_BUFFER:
return StencilBuffer;
case EVDF_TEXTURE_MULTISAMPLE:
return TextureMultisampleSupported;
default:
return false;
};
@ -161,6 +163,7 @@ public:
bool AnisotropicFilterSupported = false;
bool BlendMinMaxSupported = false;
bool TextureMultisampleSupported = false;
};
}