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DRAFT: enable MSAA with WebGLMultisampledRenderTarget without EffectComposer #16895
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The example should demonstrate MSAA in context of postprocessing which is the most relevant use case for FYI: If it's a draft PR, then please use the respective github feature: https://github.blog/2019-02-14-introducing-draft-pull-requests/ What is your case for this change? |
I wasn't aware of the draft feature - rather well hidden. The point was to allow MSAA without the overhead/complications of the postprocessing framework. |
Oh, why was this closed? |
@aardgoose i am interessierend in this too could you rebase this PR and reopen? or should i open a new one? |
@Mugen87 i tested this patch against r127dev and get |
This change does not work 1:1 when applied to latest dev since framebuffer management has changed. I'm also not sure if the |
for me the most imported part is setting the Hardware MSAA, because Chrome set it to 4x as default still if gl.MAX_SAMPLES is higher ( 8x,16x) https://bugs.chromium.org/p/chromium/issues/detail?id=1063437 |
@Mugen87 maybe i oversee something? is there any other simpler way to set this? |
Enables the WebGLMultisampledRenderTarget to target the default framebuffer for the blitFramebuffer operations, removing the need for EffectComposer and the extra copy pass.
example modified to test.