Hi folks,
I'm working on a Tile based Deferred renderer, similar to this Apple example. I'm wondering how to add MSAA to the renderer, and I see two choices:
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Copy the single-sampled texture at the end of the GBuffer/Lighting render pass to a multi-sampled texture and resolve from that
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Make all render targets (GBuffer) multi-sampled and deal with sampling/resolving all intermediate textures as well as the final, combined texture.
Which is the proper approach, and are there any examples of how to implement it?
Thanks!