-
Notifications
You must be signed in to change notification settings - Fork 2.2k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Implement anisotropic filtering for screen 2x/3x/4x #120
Comments
I am very new to Multisample FBO .I drafted some codes and if anybody can help to make it working would be appreciated //Create normal fbo //Create multisample color buffer //Create multisample depth buffer //Create multisample fbo and bind color+depth buffer altogther. glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, mfbo); glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, mfbo); |
Hm, this issue seems to be about two things, the title says aniso filter, and the code is about multisampling :) Aniso we already do, but multisampling is a legitimate feature request, it would be quite nice to have. It's a little complicated due to the way the PSP manages its buffers though, we need a "shadow" multisample FBO for every framebuffer and also need to "resolve" them to non-multisampled surfaces at the right times. It's not super complicated but it will be a bit of work to get right. Could open a new issue for that. |
Implement anisotropic filtering for screen 2x/3x/4x using GL_EXT_texture_filter_anisotropic
The text was updated successfully, but these errors were encountered: