Multisampling (OpenGL, OculusSDK3.0.1)
Hi,
I'm trying to extend this example thread with multisampling.
There are to my knowledge three levels at which I'm able to interact:
1) The window itself (the default frame buffer). Multisample hints that I can pass on to GLFW before it creates its window.
2) The offscreen FBO. I can create a multisampled FBO, with a multisampled texture- and depthbuffer.
3) The Multisample member in the ovrGLConfig header struct. I don't know what that does but it will undoubtedly be of influence during the distortion mapping (we have a pretty high resolution texture to begin with).
I'm trying different things but not much luck yet. I would prefer understanding what is actually going on. Any suggestions on this?
Thanks,
Daniel Dekkers
I'm trying to extend this example thread with multisampling.
There are to my knowledge three levels at which I'm able to interact:
1) The window itself (the default frame buffer). Multisample hints that I can pass on to GLFW before it creates its window.
2) The offscreen FBO. I can create a multisampled FBO, with a multisampled texture- and depthbuffer.
3) The Multisample member in the ovrGLConfig header struct. I don't know what that does but it will undoubtedly be of influence during the distortion mapping (we have a pretty high resolution texture to begin with).
I'm trying different things but not much luck yet. I would prefer understanding what is actually going on. Any suggestions on this?
Thanks,
Daniel Dekkers
