openGL - MSAA 16x and Texture filtering

时间:2015-10-06 08:19:37

标签: opengl msaa

I have problems with the render of a textured full screen quad when it´s enabled the MSAA 16x.

The scenario is:

  • create FBO with MSAA 16x (A)
  • create FBO without MSAA to resolve the antialiased FBO (B)
  • bind FBO-A with MSAA
  • render fullscreen textured quad:
    • Minification filtering GL_LINEAR
    • same size as FBO (A & B)
    • 1:1 pixel / texel mapping
  • resolve the FBO-A to FBO-B with glBlitFramebuffer(0,0,w,h,0,0,w,h,color, GL_NEAREST)

The result in the FBO-B (without msaa) is blurred.The mapping is done 1:1 pixel/texel, so filtering should not affect.

Some tests:

  • If the MSAA is configured in 8x the result is clear, no blured image is present. I think this is right and what does not happen with MSAA 16x.
  • if configure the filtering to GL_NEAREST the result is correct.
  • The test are performed with nvidia 480, 580, 680, 780 and 980

Questions:

  • is the result (blurred) correct if the filtering is GL_LINEAR?
  • can be a fail in the driver? some kind of optimization?

0 个答案:

没有答案