Offscreen rendering with multisampled FBOs

I’ve been trying to figure out GL_EXT_framebuffer_multisample, GL_EXT_framebuffer_blit, GL_ARB_texture_non_power_of_two, and GL_ARB_texture_rectangle for a post processing framework that I’ve been working on. I think I have it all sorted and things are working nicely.

There’s not a lot of info out there on how to use the multisample rendering extensions. I’ve decided to release the code to the demo that I wrote when I was trying to figure all this out. I’ve since cleaned up the code and heavily commented it. Hopefully this will be of benefit to anyone about to go down the same path.

Further details and download links can be found here.

Hi dpoon,

Nice work! I’m sure this will help out a lot of people :slight_smile: If you change the targets when following the GL_TEXTURE_RECTANGLE_ARB path in the initFBO routines from GL_TEXTURE_2D to GL_TEXTURE_RECTANGLE_ARB it’s perfect :wink:

Cheers,
N.

Thanks for spotting that bug for me, NiCo :slight_smile:

The updated demo can be downloaded from the same link as in the original post.