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deftware's avatar
deftware
Expert Protege
7 years ago

No MSAA for OpenGL ?


 Are we seriously just out of luck when it comes to multisampling in OpenGL?

So far it looks like *maybe* I could create a multisampled renderbuffer and blit that to the swapchain texture after binding it to FBO? Seems roundabout :|

UPDATE: Renderbuffer MSAA works, but for some reason ovrLayerEyeFovDepth invariably causes framebuffer issues with my test program that culminates in a crash on ovr_Destroy(), and also causes weird rendering artifacts. Is this only supposed to be used if ASW is being used, because I'm testing on Win7.

1 Reply

  • deftware's avatar
    deftware
    Expert Protege
    I figured out that the depth swapchain texture works properly without glitching/crashing as long as it's the float32 format. Using OVR_FORMAT_D16_UNORM seemed to be the problem and lacks proper support. I can live with float32 format for depth, but in the case of trying to save memory bandwidth some devs may want to be able to use these smaller formats if they don't need full 32 bit precision on their depths.