I tried multisample texture with fbo. The fbo is completed, and object is rendered. But the result is NOT multisampled, just like rendered to normal texture with normal fbo. I can’t figure it out…
After reading article 2.8 in ShaderX7, Deferred Shading with Multisampling Anti-Aliasing in DirectX 10, I recognize there are much more things to do than just rendering to a multisample texture. For example:
All calculations should be performed on a per-sample basis.
A sensible optimization is to detect pixels whose samples have different values and only perform per-sample pixel shader execution on those “edge” pixels.
I’d like to try this article and inferred shading in the next few days. Any sharing about these is appreciated.