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Re: [Public WebGL] question about implementation of anti-aliasing; and a remark for benchmark authors

El día 2 de febrero de 2011 08:28, Daniel Koch
<daniel@transgaming.com> escribió:
> On 2011-02-02, at 10:24 AM, Benoit Jacob wrote:
> If yes, how does Chromium/WebKit handle this problem? Are you also doing
> your rendering into a FBO, or a PBuffer?
> Chrome (when using ANGLE at least) renders to an FBO.  ANGLE provides
> the GL_ANGLE_framebuffer_blit and GL_ANGLE_framebuffer_multisample extensions
> to expose the necessary FBO multisample support.

Chrome renders its WebGL content to an FBO in all cases, even when not
using ANGLE.

If it's helpful, most of the WebGL antialiasing support came in this
CL: http://src.chromium.org/viewvc/chrome?view=rev&revision=61220.  In
particular, take a look at the changes in gles2_cmd_decoder.cc.


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