I am a bit out of date with the latest graphics techniques, say if I was using OpenGL compatability 4.1 context and I wanted to add an SSAO effect,
I would need the scene depth written into a texture and the scene colors written into a texture, I am using an FBO for this. The thing is I already have
16x FSAA on my main window so I should disable that and enable FSAA on my framebuffer instead? like this?
Render to FBO1 (AA enabled on it) -> switch to default backbuffer and draw fullscreen quad with my effect using texture from FBO1?
Is this the correct way to make anti aliasing work the same way as on my main window without any FBO?