Chalnoth said:
Well, it does seem more efficient with AA to use render-to-texture and enable multisampling for the buffer than to force it via the control panel when using StretchBlt. After all, there's no reason to have the rendertarget using AA when applying a bloom effect.
I'm not sure I understand what you are saying, but I have a few points that might clear things up:
1. Control panel can only force AA on the framebuffer, not on offscreen / RT-texture rendering.
2. RT-textures cannot be AA'd. To render with AA is to render to an AA'd offscreen rendertarget and StretchBlt the result to a texture.
There's two way to do bloom:
1.
Render scene with normal exposure.
Copy to a texture
Apply some filtering to the texture
Add back the result to the original render
2.
Render scene with normal exposure.
Render scene with low exposure to a texture
Apply some filtering to the texture
Add back the result to the original render
Obviously method 2 can be more correct - but it requires rendering the scene twice which has too much overhead. So the more fake method 1 is likely used.