its working now thank you!!
at first I was getting that glitchy image when using msaa, but I revisited what you told me:
did that and its working!I suggest you create an explicit MSAA texture, and either directly resolve to the render window, or have your shader read the msaa content directly:
if anyone is interested, I am resolving the texture in my finalProcessingMat pass quad shader like this:
Code: Select all
uniform sampler2DMS renderSampler;
vec4 textureMultisample(in sampler2DMS sampler, in vec2 texc)
{
ivec2 ipos = ivec2(floor(vec2(textureSize(sampler)) * texc));
vec4 color = vec4(0.0);
for(int i = 0; i < 4; ++i)
{
color += texelFetch(sampler, ipos, i);
}
color /= 4.0;
return color;
}
void main()
{
outColour = textureMultisample( renderSampler, inPs.uv0 );
both eyes renders the same camera :S
I am defining which camera to use on the passes as always..
mPassSceneDef->mCameraName = "CameraLeft";
.......
mPassSceneDefRight->mCameraName = "CameraRight";