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Instead of automatic generation of multi-sampled attachments that get resolved into the actual render target attachments, the user should be able to specify their custom multi-sampled textures. For OpenGL, a Texture that has not the BindFlags::Sampled flag bit, a renderbuffer should be used internally, which is currently only done in GLRenderTarget for the auto.-generated multi-sampled attachments. This feature should be optional, though, and not required for convenience.
Instead of automatic generation of multi-sampled attachments that get resolved into the actual render target attachments, the user should be able to specify their custom multi-sampled textures. For OpenGL, a
Texture
that has not theBindFlags::Sampled
flag bit, a renderbuffer should be used internally, which is currently only done inGLRenderTarget
for the auto.-generated multi-sampled attachments. This feature should be optional, though, and not required for convenience.Before:
After:
The
samples
parameter is taken from the specified (or default) render pass, i.e.RenderPassDescriptor::samples
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