i've been investigating , trialling different aa techniques in opengl on both desktop , es profiles ( es 2.0 & above ) rendering 2d content offscreen fbos.
so far i've tried fsaa, fxaa, msaa, , using gl_line_smooth feature.
i've not been able find adequate aa solution es profiles, i've been limited fsaa , fxaa because of api limitations. example glteximage2dmultisample ( required msaa ) , gl_line_smooth functionality unavailable.
fxaa clever blurs text glyphs point it's doing more harm good, suited 3d scenes.
fsaa gives results particularly @ 2x super-sampling consumes video memory me use on of our hardware.
i'm asking if else has had luck other techniques in similar circumstances - i.e: rendering anti-aliased 2d content off-screen fbos using opengl es profile.
please note: know can ask multi-sampling of default frame buffer when setting window via gl_multisample on es profule, no me rendering off-screen fbos aa must implemented oneself.
if of above statements incorrect please jump in & put me straight, may help!
thank you.
for example glteximage2dmultisample ( required msaa )
why required? "within spec" render multi-sample storage buffer, , use glblitframebuffer resolve single sampled surface.
if don't mind extensions many vendors implement extensions behaves egl window surface, implicit resolve, more efficient above avoids round-trip memory on tile-based hardware architectures.
https://www.khronos.org/registry/gles/extensions/ext/ext_multisampled_render_to_texture.txt
and gl_line_smooth functionality unavailable.
do have compelling use case lines? if need them triangulate them, 3d content msaa helps lines not commonly used.
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