Original Post
For short: Is it a good solution on modern hardware (let's say GF8800) ? And how to have hardware anti-aliasing (MSAA) with deferred shading ? Long explanation: I had a look on that threads: - thread424468 - thread396527 and : - Yann L questions For the moment, I implemented a render to texture (FBO) of my engine (with MSAA: using glBlitFramebufferEXT) and it works pretty well. But all the calculations (shadow mapping ...) are done during that first pass. Then I have post-processing to do some simple 2D effects. Now I would like to do the shadows/lighting/fog/etc... as post-processing passes. My firts idea is to use Multiple-Render-Target (MRT) in my first pass to implement Deferred shading. But I have doubts: a) if I understand Yann, this is not a good solution (not possible) to use MSAA MRT with deferred rendering buffers (diffuse / position / normals) and then to resolve (blit) to textures. am I right ? This gives stange textures for position/normals ... ? Is it possible to use non AA renderbuffers for position/normals ... b) What are the alternate solutions ? (I don't want to do AA myself, please). Yann says he has got a first pass to render in MSAA buffers then a second pass to render the deferred buffers in not-AA buffers ? Could the first pass also be used as a Z-prepass and the second pass to be very cheap ? c) Other ideas ? Blending ? Avoid deferred ?