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Thread: Optimal MSAA technique for a deferred renderer

  1. #1
    Junior Member Regular Contributor
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    Optimal MSAA technique for a deferred renderer

    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

    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?

  2. #2
    Senior Member OpenGL Lord
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    Re: Optimal MSAA technique for a deferred renderer

    I don't know what he is referring to as a "surface" or "renderbuffer".
    By "surface," he means "image". IE: what you're rendering to.

    A Renderbuffer is an OpenGL object that can be used as a render target, but cannot be used as a texture. Since you're using deferred rendering, and therefore need to use your render target as a texture, this seems unlikely to help.

    Renderbuffers are useful for things like depth buffers (that you don't intend to read from. Strictly for FBO rendering that needs a depth buffer) or for render targets you intend to use as source data for a blit operation.

  3. #3
    Junior Member Regular Contributor
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    Re: Optimal MSAA technique for a deferred renderer

    Thanks.

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