Hi all, we’ve got a native based renderer working pretty good but its falling back to WebGL1. (we’re trying to use MSAA and getting that familiar error where it says MSAA is only supported in WGL>=2.0
I tried looking at vendor/version via getGlInfo() but nothing is filled in, everything is undefined here. Probably not implemented in the NativeEngine wrapper im guessing? Anyway, anything i can check to see what might be causing NativeEngine to use WGL 1?
We’re just instantiating like this:
engine = new NativeEngine();
Yes we need that for render target textures for our backend renders. Do you have a feeling of level of effort, if you guys could look into this that would be hugely beneficial or provide guidance. Happy to jump on with you to talk it through.
Also here is how we do our rendering… pretty basic and straight fowrard.
@bghgary we ran through the above steps carefully but unfortunately we’re still not seeing any impact based on our input sample count of 4. We are getting an image but does not seem any different than without multisampling. Our app closely mirrors the sample app with the addition of our own business logic but otherwise almost identical. We’re also not doing the error checking your doing on the sample app ( CatchAndLogError…etc) but I dont see how that could be related.
If you have any debug steps we could try happy to try that. Scratching my head on this one…
update: We got it working as long as we dont have a transparent background. The way we handle transparent backgrounds is like this and in that case MSAA does not work. (we’re rendering a BG camera and main FG camera and comping them together) similar to this:
from this thread:
investigating this today. If you have any thoughts please chime in.