
Originally Posted by
Aeluned
One more thing. Wouldn't there be less memory overhead in using multisampled textures? In order to blit, I need a multisampled render buffer (which I draw to) and an additional texture allocation for the sister FBO that I blit to. If I use multiple color attachments (which I do) I need additional textures for all those as well.
From what I understand nVidia's coverage sampling extension reduced the memory overhead involved in multisampled render/depth/stencil buffers but these don't seem to be compatible with multisampled textures. (I get a framebuffer incomplete multisample when attempting to use a multisampled texture color attachment with coverage sampled depth buffers.