Comments (2)
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
glGenFramebuffersEXT(1, &fbo);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, backbufTex, 0);
//Create multisample color buffer
glGenRenderbuffersEXT(1, &colorbuffer);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, colorbuffer);
glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, 8, GL_RGBA8, 480, 272);
//Create multisample depth buffer
glGenRenderbuffersEXT(1, &depthbuffer);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, depthbuffer);
glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, 8, GL_DEPTH_COMPONENT, 480, 272);
//Create multisample fbo and bind color+depth buffer altogther.
glGenFramebuffersEXT(1, &mfbo);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, mfbo);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, colorbuffer);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, depthbuffer);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, mfbo);
glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, mfbo);
glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, fbo);
glBlitFramebufferEXT(0, 0, 480, 272, 0, 0, 480, 272, GL_COLOR_BUFFER_BIT, GL_NEAREST);
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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.
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