JoshKlint
10-20-2010, 01:43 PM
I got multisampled textures working with my deferred renderer. In this thread, Pierre Boudier says the following:
if you are never going to use a surface as a texture, we recommend that you use render buffer. this allows the implementation to make better optimizations for those surfaces (compression or hiz for depth, compression for msaa surface
http://www.opengl.org/discussion_boards/...true#Post270567 (http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&Number=270566&Searchpa ge=1&Main=52321&Words=glTexImage2DMultisample&Sear ch=true#Post270567)
I don't know what he is referring to as a "surface" or "renderbuffer". Is there another more optimal MSAA technique I should look into besides multisampled textures?
if you are never going to use a surface as a texture, we recommend that you use render buffer. this allows the implementation to make better optimizations for those surfaces (compression or hiz for depth, compression for msaa surface
http://www.opengl.org/discussion_boards/...true#Post270567 (http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&Number=270566&Searchpa ge=1&Main=52321&Words=glTexImage2DMultisample&Sear ch=true#Post270567)
I don't know what he is referring to as a "surface" or "renderbuffer". Is there another more optimal MSAA technique I should look into besides multisampled textures?