imxqliu
In the sample multiple viewports, I find urho use postprocess Fxaa to AntiAliasing, while I want to use Msaa to get a high quality render result such as ogre’samples, any suggestion?
Thanks.
In the sample multiple viewports, I find urho use postprocess Fxaa to AntiAliasing, while I want to use Msaa to get a high quality render result such as ogre’samples, any suggestion?
Thanks.
Multisampling is handled by Graphics, not by shader. You can enable this in your engine initialization as so:
engineParameters_["Multisample"] = 2;
Alternatively, you can use the following to set it on the fly:
// (int width, int height, bool fullscreen, bool borderless, bool resizable, bool vsync, bool tripleBuffer, int multiSample);
auto graphics = GetSubsystem<Urho3D::Graphics>();
graphics->SetMode(graphics->GetWidth(), graphics->GetHeight(), graphics->GetFullscreen(), graphics->GetBorderless(), graphics->GetResizable(), graphics->GetVSync(), graphics->GetTripleBuffer(), true);
thanks, now it’s works well.