![]() Gl_FragColor = texture2D(sampler, oTexCoord) I render my framebuffer by setting up a simple VBO quad in combination with the following vertex/fragment shaders:įragment Shader: uniform sampler2D sampler The strange thing I realized is that, although I use a really huge resolution for the off-screen framebuffer (3840x2400 performance is not the issue), the outcome is not anti aliased at all. In order to tackle the problem step by step, I first try to ignore the distortion aspect, and try to render my framebuffer directly. ![]() ![]() Since the application of the barrel distortion shader requires rendering to a framebuffer in higher resolution anyways, my goal would be to perform super sampling anti aliasing (unfortunately, the very good answers to this question do not explain super sampling anti aliasing). I'm learning OpenGL by working on a small Oculus Rift project, which implies, anti aliasing is everything :).
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