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Re: fragment shader & multisampling

by fungus <openglMYSOCKS@[EMAIL PROTECTED] > Jul 15, 2008 at 11:35 AM

On Jul 15, 5:21=A0pm, Antonio Bleile <antonio.ble...@[EMAIL PROTECTED]
> wrote:
> Hi,
>
> let=B4s say I have a 16xmultisampled Pbuffer of siye 1024x1024
> and I want to render a textured quad on the view****t using a
> fragment shader (I want to do some image processing
> using shaders (e.g. blur, color transform etc)). Ideally the
> fragment shader should get called 1024x1024 times. But
> as multisampling is enabled, it might get invoked more
> than that, right?

Right.

> The question is, how many times precisely?

I think it should be  glGetIntegerv(GL_SAMPLES_ARB,...)

> I tried to call glDisable(GL_MULTISAMPLE_ARB); but it
> was still slower than rendering into a non-multisampled
> Pbuffer....
>

glDisable(GL_MULTISAMPLE_ARB) doesn't change the
amount of framebuffer memory which needs to be written.

If you have four multisamples in the framebuffer then there's
four times as much memory to clear/render/swap/etc.


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 4 Posts in Topic:
fragment shader & multisampling
Antonio Bleile <antoni  2008-07-15 08:21:59 
Re: fragment shader & multisampling
fungus <openglMYSOCKS@  2008-07-15 11:35:57 
Re: fragment shader & multisampling
Antonio Bleile <antoni  2008-07-15 12:01:38 
Re: fragment shader & multisampling
fungus <openglMYSOCKS@  2008-07-15 19:56:30 

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