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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
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@@ -74,6 +74,8 @@ public:
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return false;
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case EVDF_STENCIL_BUFFER:
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return StencilBuffer;
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case EVDF_TEXTURE_MULTISAMPLE:
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return TextureMultisampleSupported;
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default:
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return false;
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};
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@@ -161,6 +163,7 @@ public:
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bool AnisotropicFilterSupported = false;
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bool BlendMinMaxSupported = false;
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bool TextureMultisampleSupported = false;
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};
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}
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