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Thanks, I wasn't aware that I could use MSAA to replace nanovg edge antialiasing. I am trying to use MSAA (4) as the default now and EdgeAntialiasing as a fallback option.
It seems though, that there is more to do than just adding glfwWindowHint( GLFW_SAMPLES, 4). For example at my current understanding (being mostly this stackoverflow.) nvgluCreateFramebuffer doesn't seem to be coded to be MSAA aware. I am also not sure how this will pertain to textures, so I have no real feel for how much more work this will be.
Just to get a better understanding of things:
Is the anti aliasing algorithm used by nanovg "fixable" in any shape or form ?
Would I expect that MSAA is available on major mobile and desktop platforms ?
Does MSAA really take up 4 times the GPU memory for everything, it feels like this might get too expensive for mobile platforms.
I suspect, that when the area to fill gets less than a pixel, something goes awry at the very top of the circle hole:
In this special case, it can be mitigated with
nvgIntersectScissor
.For reference this is how it's drawn (it uses a few "UIKit"isms, that should be easy to understand)
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