OpenGL: 2D MSAA antialiasing is not reimplemented yet (3D available since 4.3.dev1)
Opened this issue · 5 comments
Godot version
4.0.beta7
System information
Fedora 36, GL Compatibility, AMD Radeon RX 6900 XT
Issue description
MSAA is missing in both 2D and 3D rendering in the OpenGL renderer. In comparison, Godot 3.x's GLES3 renderer supports MSAA in 3D.
See also #63003, which had MSAA reimplemented in OpenGL at some point. It was scrapped in the final version of the PR though.
Steps to reproduce
- Enable 2D and 3D MSAA in the advanced project settings.
- Run the project.
Minimal reproduction project
@Calinou May I ask if there is a plan to implement MSAA in OpenGL recently? This feature is essential in XR mode.
@Calinou May I ask if there is a plan to implement MSAA in OpenGL recently? This feature is essential in XR mode.
This was supported in 3.x (even in GLES2 and on Android XR), so I assume it's planned to be added to 4.x at some point. That said, I can't give an ETA as nobody is currently working on this.
As an update MSAA for the 3D renderer is supported now. 2D support will come soon once #84688 is finished and merged
Just to clarify, MSAA is available for 3D in 4.3? This will be a huge help for anyone like myself doing compatibility/web builds.
Just to clarify, MSAA is available for 3D in 4.3? This will be a huge help for anyone like myself doing compatibility/web builds.
Yes, it's available for 3D in 4.3.dev1 and later.