Hey all, I am working on a light pre-pass renderer in gl 2.x currently and have some issues with MSAA.
Near as I can figure it, I only really have a couple of choices.
-
only msaa the forward pass, which means I don’t gain early Z rejection from my pre-pass, as they have to use different depth buffers.
-
do 3 passes
pass 1 - burn depth only to msaa buffer- resolve depth to prepass FBO
pass 2 - g buffer pre pass
pass 3 - forward pass using pass 1 depth buffer.
- resolve depth to prepass FBO
Any other ways I could go here?
thanks for any input.