NativeEngine render target texture not working with MSAA

Thanks for your hard work on all of this and apologies for the delay. We were working on integrating the latest of everything. Here is where we stand right now

  • Regarding .hdr support, we’ve moved to .env and thats working for us so no need to do anything there.
  • we have decided to stick with the DefaultRenderingPipeline for our PostProcessing needs as ImageProcessingConfiguration does not support HDR. (see: Babylon Native not rendering HDR to Render Target Texture - #14 by sebavan)
  • we have verified that your fixes to DefaultRenderingPipeline work (mainly that it works with MSAA, DOF, and ToneMapping). So thats great

Now the remaining issue.

  • We are noticing that there is some strange “moire” artifacts going on when we use viewports to render two or more scenes to a render texture. (This wasnt happening when we were using ImageProcessingConfiguration btw) We call this a “composite image”… its basically several renders stitched into on. Anyway, I suspect this is something to do with downsampling the image when setting the width/height of the viewport. I think I got it to repro in the Native Example app so I will send you that when its ready. In the meantime I’ll PM you some images in case you have some initial thoughts.
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