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Up and Coming
May 16, 2014

Multisampled Textures and the Oculus SDK ...

Does the Oculus SDK support multiplexed textures (from OpenGL)?

Or would you need to implement your own distortion shaders, etc. to achieve that?

Thank you.

    3 replies

    Inspiring
    May 17, 2014
    Hi ckoeber!
    The current shaders only support single-sampled textures. You could modify them to use #version 150, sampler2DMS, and texelFetch. But that wouldn't support texture filtering. I'd recommend resolving to a single-sampled texture first via glBlitFramebuffer(...).
    Cheers,
    Dave
    ckoeberAuthor
    Up and Coming
    May 17, 2014
    "vrdaveb" wrote:
    Hi ckoeber!
    The current shaders only support single-sampled textures. You could modify them to use #version 150, sampler2DMS, and texelFetch. But that wouldn't support texture filtering. I'd recommend resolving to a single-sampled texture first via glBlitFramebuffer(...).
    Cheers,
    Dave


    Hello!

    Thank you so much for responding!

    So essentially I would be creating two framebuffers.

    I create the framebuffer, do my sampling and other effects on that, then copy to "Oculus's" framebuffer and have their SDK present that to screen.

    Is that the correct high level understanding of the solution to the problem?

    Thank you for your time.
    ckoeberAuthor
    Up and Coming
    May 19, 2014
    "vrdaveb" wrote:
    Hi ckoeber!
    The current shaders only support single-sampled textures. You could modify them to use #version 150, sampler2DMS, and texelFetch. But that wouldn't support texture filtering. I'd recommend resolving to a single-sampled texture first via glBlitFramebuffer(...).
    Cheers,
    Dave


    So I tried this and it worked. You can use multisampled textures via another framebuffer.

    Thanks again.