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Anti-Aliasing in webgl #476

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codec-abc opened this issue Mar 2, 2019 · 2 comments
Closed

Anti-Aliasing in webgl #476

codec-abc opened this issue Mar 2, 2019 · 2 comments
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enhance-feature Create a new user-facing feature

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@codec-abc
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codec-abc commented Mar 2, 2019

Hi,

I am a little bit confused about WebGL MSAA supports. I found several articles like this one or this one, but the message from this commit suggets that WebGL doesn't support MSAA.

So, what the option to get MSAA (or any AA) for WebGL?

By the way, I am asking the question because I compiled my game for desktop and web and with AA on desktop it is way more pretty.

@ryanisaacg
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WASM doesn't support MSAA except when rendering to a framebuffer. Quicksilver's Surfaces don't support MSAA, but if they did you could render your whole scene to a Surface with MSAA enabled, and then render that to the screen.

If you'd like to look into a pull request to add MSAA to Surfaces, feel free. Otherwise I will get to it eventually, but I can't promise it will be soon.

@ryanisaacg ryanisaacg added enhance-feature Create a new user-facing feature platform-win32 labels Mar 3, 2019
@codec-abc
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Thanks for the answer

If you'd like to look into a pull request to add MSAA to Surfaces, feel free. Otherwise I will get to it eventually, but I can't promise it will be soon.

I don't feel I master enough Rust and graphics API to make a decent pull request. Also, I suspect adding MSAA is a bit tricker than just telling the underlying API to use it, otherwise Quicksilver's Surfaces would already support it. So I rather wait for support and then use a surface to do the rendering.

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