Antialiasing on Render Targets

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slavik262
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Antialiasing on Render Targets

Post by slavik262 »

I know that right now it's not supported in Irrlicht, but I'd like to change this (if possible) by coding a patch for it. Before I begin, what problems are inherent in using AA with render targets? I'm first targeting MSDN, and at first glance, the only time it can't be done is with Multiple Render Targets. It doesn't say anything about a single one not being able to be anti-aliased though.

The reason I ask is that I'm working on implementing High Dynamic Range rendering. Since the frame buffer isn't a floating point RT, I can't render to it and copy to an RTT if I want to use HDR.

I'm just trying to get a knowledge base so I know where to start.
hybrid
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Post by hybrid »

For OpenGL you need a completely different method to create the RTTs. So before supporting this, we need a way to specify whether the rtt should have AA enabled or not. For D3D I'm not sure, I think it's often created with AA in case the engine uses AA.
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