Open zufari4 opened 1 year ago
Running through SDL_Render issues tagged for 3.0 ABI, sorry if you get multiple e-mails for this...
We've implemented support for this in our GPU API proposal at #9312.
We might add a property to the renderer to allow this.
Okay, this is getting bumped from the 3.0 ABI milestone, because we're getting down to the wire, and we can safely add this to the API later as a new renderer creation property, that simply defaults to no multisampling, if we decide to actually do this.
We'll revisit this in a bit, one way or another.
@thatcosmonaut, is implementing MSAA simply a matter of setting SampleDesc.Count
to a specific value, or is there more to it than that?
It's more than that, you also have to implement resolves.
Please add multi-sampling for DirectX (MSAA).
For OpenGL it is possible to enable anti-aliasing:
But for DirectX this feature is not implemented:
We need the ability to change the parameter
swapChainDesc.SampleDesc.Count
maybe throughSDL_SetHint