question-mark
Stuck on an issue?

Lightrun Answers was designed to reduce the constant googling that comes with debugging 3rd party libraries. It collects links to all the places you might be looking at while hunting down a tough bug.

And, if you’re still stuck at the end, we’re happy to hop on a call to see how we can help out.

Can't get multisampled rendertexture to work

See original GitHub issue

I want to render a mesh to a texture with multisampling enabled. I can’t get it to work, it’s instead being rendered without multisampling. If I render to screen directly, multisampling works as expected using antialias = true.

This is what I have tried:

let renderTexture = RenderTexture.create({ width: 512, height: 512, resolution: 1, multisample: MSAA_QUALITY.HIGH })
renderer.render(object, renderTexture)

I also tried this.renderer.framebuffer.blit() because I noticed it was used in other part of PIXI code, it didn’t work though.

I’m I missing something?

Issue Analytics

  • State:open
  • Created a year ago
  • Comments:5 (3 by maintainers)

github_iconTop GitHub Comments

1reaction
jnsmalmcommented, Jun 4, 2022

Thanks! I’m rendering 3D models and noticed that if add a depth texture, the antialias stops working. You can see the result by just adding texture.framebuffer.addDepthTexture() after creating the render texture.

You have any idea why this happens?

0reactions
nonevencommented, Jul 26, 2022

+1

Read more comments on GitHub >

github_iconTop Results From Across the Web

Render texture depth - Unity Forum
I got it working with a sharp edge in between the multisampled object and the rest of the scene by using alphaTest, but...
Read more >
Render to Texture Using Multisampling
I've tried enabling multisampling on the render texture, but i'm not sure how to get it to work. I've made it use 8...
Read more >
Scripting API: RenderTexture.bindTextureMS - Unity - Manual
Use this if the render texture needs to be bound as a multisampled texture in a shader. Did you find this page useful?...
Read more >
OpenGL How to render to texture with multi-sampling
In the meantime you might have pointed out a misunderstanding of mine: I have been trying to use my non-multisampled texture and 'Blit'...
Read more >
Adding ContextSettings to RenderTexture - SFML
In order to get "real" RenderTexture multisampling, we would have to ... Considering that there won't be many people making use of such...
Read more >

github_iconTop Related Medium Post

No results found

github_iconTop Related StackOverflow Question

No results found

github_iconTroubleshoot Live Code

Lightrun enables developers to add logs, metrics and snapshots to live code - no restarts or redeploys required.
Start Free

github_iconTop Related Reddit Thread

No results found

github_iconTop Related Hackernoon Post

No results found

github_iconTop Related Tweet

No results found

github_iconTop Related Dev.to Post

No results found

github_iconTop Related Hashnode Post

No results found