I use an older version of Irrlicht (1.5) in CopperCube and it cannot have multi sample antialiasing at the same time as using post processing as things get badly screwed up.
I notice Irrlicht 1.8.5 has per mesh antialiasing so does it also work along with post processing or is it the same with CopperCube ?
I cant get both to work atm and might have to run post processing AA...
Post Processing with AntiAlias
Re: Post Processing with AntiAlias
Phew, there is no easy answer to this. Check COpenGLDriver::setBasicRenderStates and search for .AntiAliasing in there, then you can see all the stuff it changes in the OpenGL pipeline depending on options used. But basically - as soon as you enable EAAM_QUALITY you will have multisampling enabled. I can't tell if that conflicts with your post processing and it even might depend on your graphic card.
I would have to read up on this myself as I don't remember right now what it all does.
Depending on requirements sometimes I did my own AA by rendering twice the size and then downsampling (easy to do with Irrlicht render targets and some screen quad).
I would have to read up on this myself as I don't remember right now what it all does.
Depending on requirements sometimes I did my own AA by rendering twice the size and then downsampling (easy to do with Irrlicht render targets and some screen quad).
IRC: #irrlicht on irc.libera.chat
Code snippet repository: https://github.com/mzeilfelder/irr-playground-micha
Free racer made with Irrlicht: http://www.irrgheist.com/hcraftsource.htm
Code snippet repository: https://github.com/mzeilfelder/irr-playground-micha
Free racer made with Irrlicht: http://www.irrgheist.com/hcraftsource.htm