rbarker Posted November 28, 2018 Share Posted November 28, 2018 I'm trying to understand what WVR_RenderConfig_MSAA does. Does it only apply to direct rendering mode? Link to comment Share on other sites More sharing options...
Tony PH Lin Posted December 11, 2018 Share Posted December 11, 2018 Hi , It is designed for Multisample Anti-aliasing. You can check the sample code and let me know if you still have question for it. Thanks. Link to comment Share on other sites More sharing options...
rbarker Posted December 14, 2018 Author Share Posted December 14, 2018 I've grepped the samples in the SDK and can not find an example of its use. Are there examples some place else I can look. I guess my confussion is over what context the MSAA is getting applied to. We already have multi sampling enabled for the swap chains. Does this flag enable MSAA to the distortion pass? I tried setting it and didn't see any difference in quality. Link to comment Share on other sites More sharing options...
Tony PH Lin Posted December 26, 2018 Share Posted December 26, 2018 Hi , I received the feedback, please check. On the API level, the flag WVR_RenderConfig_MSAA is necessary on some certain platform. But this flag currently is invalid on Vive Focus. If developer wants to check the effect of MSAA, it is suitable to create the multisample buffer to achieve this goal. It is convenient to activate/deactivate the effect via modifying the global boolean variable gMsaa in the sample code hellovr.cpp. [hellovr.cpp Line48:] bool gMsaa = true; //activate Msaa or bool gMsaa = false; //deactivate Msaa The attachments are the snapshots of two situations for your reference. No MSAA: MSAA: Link to comment Share on other sites More sharing options...
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