First of all, apologies if this forum is not the appropriate place to discuss WebGL and WebGL2.
I’m using a multisample render buffer for post processing using three.js. I use a multisample renderbuffer for both read and write buffers in the post chain, however, some passes create additional buffers and these are standard, non-multisampled buffers, as all the passes were written before WebGL2 brought multisample buffer support to the web.
I am finding that I get good results here, but only if I use a high number of sample (8 or greater). Using 4 samples looks terrible.
My question is, do I need to use multi sample buffers everywhere? And is there some final step required to convert the multi sample buffer to a normal buffer for drawing to the scene, or is that handled automatically?