Pixel accurate OpenGL rendering using multisampled FBO and resolve FBO -
I am "forced" to do some offscreen rendering and compositing and try to get pixel exact results with some simple examples I am doing
If I present a multi sample FBO (containing a textured buffer) and then with a similar buffer the default frame buffer is 100% correct with the same number of samples (hence the texture is correct ).
But if I solve texture first, then the result of bluetooth on an intermediate single-sampled FBO and then the result of the bluetooth will result in a slightly lower (multi sample) frame buffer, the silhouette of geometry appears on the edges gives. I'm not giving texture as a fullscreen tray (yet) just blits
Is this an error or is it indispensable?
Comments
Post a Comment