OpenGL guy
Veteran
That would be good from a performance standpoint (less copies). Clearly, you wouldn't want to create a zillion MSAA textures because of the memory cost, but that goes for MSAA render targets as well. For cases where you need more than one MSAA texture, you could use a copy mechanism.LeGreg said:So what is your proposal to improve the API ? Allow for multisampled textures ?OpenGL guy said:If the application only uses a single texture for multiple effects, you can't render to backbuffer, copy to texture, render to backbuffer with the texture, then do the same process for the next effect since the backbuffer already has data that can't be overwritten..