Assuming I have a FBO correctly set up using glTexImage2DMultisample( target, 4, GL_RGBA8, width, height, GL_FALSE ); (ie the ARB_texture_multisample extension) and I have rendered an image into it and then set it up as a texture to be used in a GLSL program… then I have the following questions:
I should define the texture in my program as “uniform sampler2DMS textureImage;” correct?
I should use texelFetch() instead of texture2D() to do my lookup correct?
Assuming I am using texelFetch():
The second parameter is an “integer texture coordinate P”… why an integer? Does this range from 0 to the texture width/height? Or does it range from 0 to (width/height * samples)? Is there a function that will convert a texture coordinate in the range of 0-1 to a value for this lookup?
What is the third parameter? What do I set it too?