mirror of
https://github.com/luanti-org/luanti.git
synced 2025-06-27 16:36:03 +00:00
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
This commit is contained in:
parent
a8ea165042
commit
9b6a399011
23 changed files with 290 additions and 42 deletions
|
@ -69,6 +69,7 @@ void COpenGL3Driver::initFeatures()
|
|||
|
||||
AnisotropicFilterSupported = isVersionAtLeast(4, 6) || queryExtension("GL_ARB_texture_filter_anisotropic") || queryExtension("GL_EXT_texture_filter_anisotropic");
|
||||
BlendMinMaxSupported = true;
|
||||
TextureMultisampleSupported = true;
|
||||
|
||||
// COGLESCoreExtensionHandler::Feature
|
||||
static_assert(MATERIAL_MAX_TEXTURES <= 16, "Only up to 16 textures are guaranteed");
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue