Godot: MSAA does not work for GODOT v3.2.rc1.official ,GLES2, HTML export

Created on 19 Jan 2020  路  6Comments  路  Source: godotengine/godot

Godot version:
Godot Engine v3.2.rc1.official
OpenGL ES 2.0 Renderer: GeForce GTX 1060 6GB/PCIe/SSE2

OS/device including version:
Windows 10 Home
Version 1809
OS build 17763.973

Issue description:
MSAA does not work in HTML5 export for a 3D GLES2 project .
I get lot of aliasing.
MSAA works when Played (F5) from IDE and works for Windows Desktop export

For now using the workaround mentioned here
https://godotengine.org/qa/54752/no-fxaa-support-in-3-1-1
Adding the FXAA.tscn to my scene, as mentioned there, provides anit-aliasing

Steps to reproduce:
Enable MSAA
Goto Project Settings->General->Rendering->Quality->Filters->Msaa
Select a Msaa setting - one of 2x, 4x, 8x or 16x
Export to HTML ,export to Windows Desktop,
run
HTML - no anti-aliasing
Windows - anit-aliasing

Also tried
Project Settings->General->Global->Msaa
NOTE: Here Msaa is repeated twice

Minimal reproduction project:

discussion documentation

Most helpful comment

WebGL 1.0 doesn't support MSAA, so we can't implement it for WebGL builds.

This limitation should be documented somewhere to make it easier for users to discover.

All 6 comments

WebGL 1.0 doesn't support MSAA, so we can't implement it for WebGL builds.

This limitation should be documented somewhere to make it easier for users to discover.

@clayjohn I remember seeing many WebGL 1.0 applications supporting MSAA. I'm not sure how they did it (is there an optional extension)? That said, my memory may be failing me here.

@Calinou they can support it on the backbuffer. There is a flag you can use to request it on context creation. But it is optional, and doesn't apply to any other Framebuffers.

Godot renders everything to a Framebuffer and then copies it directly to the back buffer. So it's not possible to get MSAA.

Does it make sense to provide FXAA support then? user can select MSAA or FXAA?

@ssatguru It can already be provided using a shader like this one. We might add a built-in option in 4.0, but no guarantees.

Yes I am using that for now, but not having much expertise in shaders not sure how it works or its implications. Would be nice to have some "official" support.

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