I know it's not possible to use the irrlicht (multi-sample?) antialias as it only works for geomentry, and doesn't apply to RTT postprocessing. I have searched for an egde detecting blurring shader but didn't find any regarding it. Any ideas how I can do it?
BTW, i think supersampling down my extra large RTT is impossible since it's larger than my screen resolution and IrrCP doesn't allow rendering larger than my screen resolution.
Antialias my RTT
maybe this can help ya.
http://www.gamedev.net/reference/articl ... le2007.asp
http://www.gamedev.net/reference/articl ... le2007.asp
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For OpenGL we could use the FBO multisample extension, but that's only on supported systems and when using FBOs. PBuffers don't seem to support multisampling, so no chance there either.
So for other occasions you will still have to rely on the mentioned downsampling, which would be the best to start with anyway then.
So for other occasions you will still have to rely on the mentioned downsampling, which would be the best to start with anyway then.