FBO and multisampling

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2 comments, last by dpoon 16 years, 3 months ago
is it possible to have multismapling/antialaising when rendering to an FBO? if so how?
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Well, NVidia has one solution (it's one extension), but I don't know its name. ATI hasn't got anyone (I have ATI card at home, so...).
Another way is to write your own antialiasing. Supersampling, multisampling or another type, try search google - there are many things on this topic (how multisampling works, how supersampling works, etc.). All is done in postprocess.

On NVidia antialiasing topic - there http://developer.download.nvidia.com/SDK/10/opengl/samples.html the second demo FroggyAA is using FBOs and MSAA.

My current blog on programming, linux and stuff - http://gameprogrammerdiary.blogspot.com

yes with nvidia u need ~100+ drivers

+ in your code instead of
glRenderbufferStorageEXT
use
glRenderbufferStorageMultisampleEXT
To get FBOs to support multisample rendering you're going to need these 2 extensions: GL_EXT_framebuffer_multisample and GL_EXT_framebuffer_blit. Unfortunately it seems like only NVIDIA support these. Anyway I have a demo that shows how it's done here.
http://www.dhpoware.com

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