I need to perform multisampling in a Qt5 project but I am not sure how to use QOpenGLFrameBufferObject to perform FSAA. There is no example on how to do this as far as I searched and the documentation only mentions: “If you want to use a framebuffer object with multisampling enabled as a texture, you first need to copy from it to a regular framebuffer object using QOpenGLContext::blitFramebuffer().” My code currently looks like this:
//Enable FSAA for better output
int vp[4];
glGetIntegerv(GL_VIEWPORT, vp);
if(m_lpFBO == NULL)
{
//MultiSampling set to 4 now
QOpenGLFramebufferObjectFormat format;
format.setAttachment(QOpenGLFramebufferObject::CombinedDepthStencil);
format.setMipmap(true);
format.setSamples(4);
format.setTextureTarget(GL_TEXTURE_2D);
format.setInternalTextureFormat(GL_RGBA32F_ARB);
//Create the FBO
m_lpFBO = new QOpenGLFramebufferObject(vp[2], vp[3], format);
m_lpFBOSurface = new QGLFramebufferObjectSurface(m_lpFBO);
}
QRect rc(0, 0, vp[2], vp[3]);
QGLSubsurface sub(lpPainter->currentSurface(), rc);
m_lpFBO->bind();
sub.setFramebufferObject(m_lpFBO);
lpPainter->pushSurface(&sub);
//Draw as usual
.
.
.
lpPainter->popSurface();
//Now Copy
QOpenGLFramebufferObject::blitFramebuffer(lpPainter->currentSurface()->framebufferObject(), rc, m_lpFBO, rc);