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AA in WebGL2.0


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Hi All,

As we know that with WebGL1.0, MSAA won't work if we do any post processing stuff. We must use FXAA instead. However FXAA can lead to jaggy edges, 

In WebGL 2.0, multisample render buffer is supported. So my question is whether it is supported now in Babylon? If not do we have plan to support it in the near future?


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Why this does not work on chrome?
Is this related to that webgl 2 problem with Chrome 63? (In Chrome BABYLON stays in webgl 1, in Firefox webgl 2)

Chrome Version 63.0.3239.84 (Official Build) (64-bit)
engine._glVersion =
"WebGL 1.0 (OpenGL ES 2.0 Chromium)"

Firefox Quantum 57.0.2
engine._glVersion =
"WebGL 2.0"

But! All webgl 2 examples work in Chrome 63  like picogl https://tsherif.github.io/picogl.js/ or  webgl 2 samples http://webglsamples.org/WebGL2Samples/#fbo_multisample
Is this some kind of detection error?

Babylon is compiled from latest preview branch.


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Deltakosh disabled webGL 2 in the latest babylon version(preview) on chrome 63 because of the bug.
i bet the demos use a version from before it was disabled.

If you use the stable 3.0 it is enabled, https://www.babylonjs-playground.com/indexstable#8IVY6Z#1 

Edit; WebGL 2.0 is enabled again in chrome 63.

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15 hours ago, Deltakosh said:

The latest version does not turn webgl2 off anymore. We are just turning off uniform buffers (Which is completely transparent for users)

Hi Deltakosh,

It seems that the multisample render target is broken when the format is not unsigned byte. https://www.babylonjs-playground.com/indexstable#8IVY6Z#2

Below is the error message in chrome. 

[.Offscreen-For-WebGL-0x7fdce8166c00]GL ERROR :GL_INVALID_OPERATION : glBlitFramebufferCHROMIUM: src and dst formats differ for color.


I am using babylon 3.1.1

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