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Options to have MSAA in Tile-Based Deferred Renderer
Hi folks, I'm working on a Tile based Deferred renderer, similar to this Apple example. I'm wondering how to add MSAA to the renderer, and I see two choices: Copy the single-sampled texture at the end of the GBuffer/Lighting render pass to a multi-sampled texture and resolve from that Make all render targets (GBuffer) multi-sampled and deal with sampling/resolving all intermediate textures as well as the final, combined texture. Which is the proper approach, and are there any examples of how to implement it? Thanks!
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0
706
Sep ’24
CoreBluetooth HID device
Hi,I'm interested in creating a CoreBluetooth HID device to simulate a trackpad in iOS that can be used with Linux and Windows. I've seen old threads that state this is not allowed in iOS - is this still the case? If so, *why* is this prohibited, and will it ever be allowed?
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0
1.6k
Oct ’22
Options to have MSAA in Tile-Based Deferred Renderer
Hi folks, I'm working on a Tile based Deferred renderer, similar to this Apple example. I'm wondering how to add MSAA to the renderer, and I see two choices: Copy the single-sampled texture at the end of the GBuffer/Lighting render pass to a multi-sampled texture and resolve from that Make all render targets (GBuffer) multi-sampled and deal with sampling/resolving all intermediate textures as well as the final, combined texture. Which is the proper approach, and are there any examples of how to implement it? Thanks!
Replies
0
Boosts
0
Views
706
Activity
Sep ’24
CoreBluetooth HID device
Hi,I'm interested in creating a CoreBluetooth HID device to simulate a trackpad in iOS that can be used with Linux and Windows. I've seen old threads that state this is not allowed in iOS - is this still the case? If so, *why* is this prohibited, and will it ever be allowed?
Replies
2
Boosts
0
Views
1.6k
Activity
Oct ’22