mirror of
https://github.com/luanti-org/luanti.git
synced 2025-10-12 16:15:20 +02:00
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:
@@ -26,6 +26,7 @@ enum E_CUBE_SURFACE
|
||||
};
|
||||
|
||||
//! Interface of a Render Target.
|
||||
/** This is a framebuffer object (FBO) in OpenGL. */
|
||||
class IRenderTarget : public virtual IReferenceCounted
|
||||
{
|
||||
public:
|
||||
|
Reference in New Issue
Block a user