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On the edges of my cubes, lines with RGBA 0, 0, 0, 0 appear as texture lookups on that position fail. I have colored the texture lookups that failed magenta in my fragment shader.

Should I render to a texture first, bind it to a quad and perform the MSAA afterwards instead of per cube?

Maybe it samples pixels that are not filled yet.

enter image description here

Z0q
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1 Answers1

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Using GL_CLAMP_TO_EDGE instead of GL_CLAMP_TO_BORDER solved the issue.

Z0q
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