Open lhofhansl opened 9 months ago
There are actually multiple problems:
TODO: Check MacOS and Android
I dug around in the code, and it is holy mess. :(
Nobody here who know a bit more about FSAA and GL + Irrlicht?
Well going by this:
E_TEXTURE_TYPE
TexImage2DMultisample
call goes in source/Irrlicht/COpenGLCoreTexture.h
FramebufferTexture2D
call in source/Irrlicht/COpenGLCoreRenderTarget.h
needs to be adjustedglEnable(GL_MULTISAMPLE)
somewhereThe rest of it is shader and intergration work inside MT. Finally I'm not sure if multisample textures will still only work with the OpenGL3 driver due to Core vs. Legacy profile.
You can see the difference here:
https://github.com/minetest/irrlicht/assets/446130/e02a4160-f310-4c5e-854b-b78040b683d0
https://github.com/minetest/irrlicht/assets/446130/6c161c40-9c31-4009-aa8b-fec310955016
FXAA is useless in this case. The moire effect is very noticeable when you move around.
This is important to make use multi-sample anti-aliasing (MSAA) - also full-screen anti-aliasing (FSAA).
See https://github.com/minetest/minetest/issues/14285 and https://github.com/minetest/minetest/pull/14338 for (lengthy) discussion and motivation.
Basically something like this:
In the case of MT it means allowing first stage of the render pipeline to be multi-sampled and then continuing with normal texture in subsequent steps in the pipeline.
@HybridDog @grorp FYI.