SpiderPig Posted April 10 Share Posted April 10 The 3D scene vanishes in this example with MSAA enabled. #include "UltraEngine.h" using namespace UltraEngine; int main(int argc, const char* argv[]) { //Get the displays auto displays = GetDisplays(); //Create window auto window = CreateWindow("Ultra Engine", 0, 0, 1280, 720, displays[0]); //Create framebuffer auto framebuffer = CreateFramebuffer(window); //Create world auto world = CreateWorld(); //Create main camera auto camera = CreateCamera(world); camera->SetPosition(0, 0, -3); //Create a model auto box = CreateBox(world); //Create a light auto light = CreateBoxLight(world); light->SetRange(-5, 5); light->SetRotation(34, 45, 0); //Load a font auto font = LoadFont("Fonts/arial.ttf"); //Create user interface with a semi-transparent background auto ui = CreateInterface(world, font, framebuffer->size); ui->background->SetColor(0, 0, 0, 0.5); //Create widget iVec2 sz = ui->background->ClientSize(); auto button = CreateButton("Button", sz.x / 2 - 75, sz.y / 2 - 15, 150, 30, ui->background); //Create camera auto orthocamera = CreateCamera(world, PROJECTION_ORTHOGRAPHIC); orthocamera->SetMSAA(4); orthocamera->SetClearMode(CLEAR_DEPTH); orthocamera->SetPosition(float(framebuffer->size.x) * 0.5f, float(framebuffer->size.y) * 0.5f, 0); //UI will only appear in orthographic camera orthocamera->SetRenderLayers(2); ui->SetRenderLayers(2); auto sprite = CreateSprite(world, 64, 64); sprite->SetRenderLayers(2); sprite->SetPosition(256, 256); while (true) { box->Turn(0, 1, 0); sprite->Turn(0, 0, 0.25); while (PeekEvent()) { const Event ev = WaitEvent(); switch (ev.id) { case EVENT_WINDOWCLOSE: if (ev.source == window) { return 0; } break; default: ui->ProcessEvent(ev); break; } } world->Update(); world->Render(framebuffer); } return 0; } Quote Link to comment Share on other sites More sharing options...
Josh Posted April 10 Share Posted April 10 The camera cannot render on top of the background, because it has to render to an MSAA texture. You don't want to use MSAA on GUI cameras for a few reasons. Text is already antialiased. Edges will become blurry. There may be other situations where you do want to use multiple cameras with MSAA, but this is probably not one of them. 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
SpiderPig Posted April 10 Author Share Posted April 10 Okay. Here's a better example then. No Interface, just a rotating sprite. I'd want to have MSAA working for a camera that renders sprites or any other 3D object on top of a 3D scene. #include "Engine.h" using namespace UltraEngine; int main(int argc, const char* argv[]) { //Get the displays auto displays = GetDisplays(); //Create window auto window = CreateWindow("Ultra Engine", 0, 0, 1280, 720, displays[0]); //Create framebuffer auto framebuffer = CreateFramebuffer(window); //Create world auto world = CreateWorld(); //Create main camera auto camera = CreateCamera(world); camera->SetPosition(0, 0, -3); //Create a model auto box = CreateBox(world); //Create a light auto light = CreateBoxLight(world); light->SetRange(-5, 5); light->SetRotation(34, 45, 0); //Create camera auto orthocamera = CreateCamera(world, PROJECTION_ORTHOGRAPHIC); orthocamera->SetMSAA(4); orthocamera->SetClearMode(CLEAR_DEPTH); orthocamera->SetPosition(float(framebuffer->size.x) * 0.5f, float(framebuffer->size.y) * 0.5f, 0); orthocamera->SetRenderLayers(2); auto sprite = CreateSprite(world, 64, 64); sprite->SetRenderLayers(2); sprite->SetPosition(256, 256); while (true) { box->Turn(0, 1, 0); sprite->Turn(0, 0, 0.25); world->Update(); world->Render(framebuffer); } return 0; } Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.