Is it possible to set MSAA sampling for image2D? Can it be of multisampled type as texture2D in OpenGL? I am writing first pass not to a render buffer (or texture) but to image where I store several pixel copies of the same primitive but at different offsets.Then I blit it to the main window frame buffer.The output has a strong aliasing and I wonder if it's possible to make the first pass to use MSAA.
Asked
Active
Viewed 1,362 times
2 Answers
1
No, an image2D
cannot be multisampled.
An image2DMS
can however; indeed, it must. Remember: multisample textures represent a fundamentally different texture type from 2D textures. They're just as different from 2D textures as 3D textures are.

Nicol Bolas
- 449,505
- 63
- 781
- 982
0
Yes, use glTexImage2DMultisample
instead of glTexImage2D
for your render-to-texture target.
In the shader that you use for blitting the texture to the screen, use a sampler2DMS
instead of a sampler2D
, and texelFetch
instead of texture2D
.
You'll have to call texelFetch
several times, one per sample, and average yourself.

Calvin1602
- 9,413
- 2
- 44
- 55
-
He's not talking about textures. He's talking about Image Load/Store. That's why he said `image2D` and not `texture2D`. – Nicol Bolas May 29 '13 at 14:45
-
Ohh, my bad, I misread the question ! (which is sad, because it heavily insisted on image2D) – Calvin1602 May 29 '13 at 15:07
-
I can blit without shader as well ;) – Michael IV May 29 '13 at 15:38