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I`m trying to add MSAA to a model with multiple textures (normal, metallicRoughness, baseColor, emission), but get the following error: Binding multisampled flag (1) doesn't match the layout's ...
Hauuagdb Hshg's user avatar
1 vote
1 answer
470 views

In OpenGL, is it possible to use multisample anti-aliasing only on edge pixels and sample each other pixel only once in order to improve performance? In other words, I want to treat edge pixels and ...
HelloGoodbye's user avatar
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3 votes
1 answer
379 views

I'm currently trying to implement cascaded multisampled variance shadow maps. While my non-multisampled maps appear to be working fine, I'm having issues with resolving the multisampled array textures....
Adam Leach's user avatar
2 votes
1 answer
808 views

I'm rendering some triangles into multisampled texture. Then blit this texture into normal texture and draw a textured quad onto screen. I need the final texture to have premultiplied alpha. Is there ...
nj16's user avatar
  • 133
3 votes
1 answer
538 views

I'm trying to figure out how to create a framebuffer object that handles multisampling. Below is my attempt to get it working, but I keep getting GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT erros whenever I ...
kitfox's user avatar
  • 5,640
2 votes
1 answer
292 views

I didn't find any documentation on how Integer texture should behave for Multisampling. For example, for 4 sub-samples, if the values in sub-samples are 0, 0, 500, 500. Does it resolve to 250,250,250,...
Miral's user avatar
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0 answers
209 views

I tried to use edge detection in webgl. I got the edge effect I wanted, but the edge jagged is serious. I searched the following information, and the framebuffer multisampling related to mass can ...
GINKO's user avatar
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0 answers
354 views

I create an offscreen texture with alpha component, samples in the offscreen renderPass is VK_SAMPLE_COUNT_1_BIT. When I use this texture in a VK_SAMPLE_COUNT_4_BIT renderPass, I get black dots ...
Leon's user avatar
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1 vote
0 answers
832 views

I want to blend multisampled image on other multisampled image. Images have the same number of samples and the same sizes. I tried 2 approaches: multisampled texture. Fragment shader: #version 450 ...
Filipp  Slavnejshev's user avatar
1 vote
1 answer
1k views

I'm trying to implement multisampling in OpenTK but when i enable it there's no diffrence between no antyaliasing and multisampling. No Antyaliasing Multisampling Enabled Here's a code in ...
SariTheOwl's user avatar
1 vote
1 answer
2k views

I have a vector of size M = 2630, How can I draw 4 samples of size M/4. The following code is not working M <- c(1:2630) mysample <- split(sample(M), 1:(length(M)/4)) Since (length(M)/4) is ...
MNU's user avatar
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80 views

How can I efficiently compare matched cohorts in spark? In python for each observation of the minority class in a highly imbalanced dataset sampling k observations from the majority class can be ...
Georg Heiler's user avatar
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5 votes
1 answer
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Trying to implement Anti-aliasing on top of deferred shading, I'm attempting to use multi-sampled render buffers and then resolve the samples with a buffer-blit pass. As is traditional in deferred ...
Smoove's user avatar
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1 answer
311 views

I'd like to know how to make multiple sampling in R. For example, when I try dividing some data into 60(train data):40(validate data), I can write the code like this: original.data = read.csv("~.csv"...
1Sun's user avatar
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1 vote
1 answer
2k views

How can a 1:1 stratified sampling be performed in python? Assume the Pandas Dataframe df to be heavily imbalanced. It contains a binary group and multiple columns of categorical sub groups. df = pd....
Georg Heiler's user avatar
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1 vote
1 answer
284 views

I draw transparent figures by depth peeling, the result is ugly when I render to multisample (a grid appears) vec4 fragColor = texelFetch(frontTexture, ivec2(gl_FragCoord.xy), 0); if (gl_FragCoord.z ...
George Cherevichenko's user avatar
1 vote
1 answer
244 views

So I'm trying to implement full-screen MSAA in my Metal app. I have it working and when drawing solid-filled polygons the edges appear smooth as expected. However, my textured polygons appear dark, ...
Adam B.'s user avatar
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11 votes
1 answer
1k views

I'm trying to get multisampling working with MTKView. I have an MTKView with a delegate. I set the view's sampleCount property to 4. I create a pipeline state descriptor with the rasterSampleCount set ...
user1118321's user avatar
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3 votes
2 answers
271 views

When creating a multisample FBO, do all attached target textures need to be multisample-textures?
St0fF's user avatar
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0 votes
0 answers
489 views

I am struggling to render smooth lines using GL_LINES. I have borrowed the MultisampleConfigChooser from the following link: MultisampleConfigChooser.java It seemed to find the multisample ...
Vladimir Gazbarov's user avatar
1 vote
1 answer
782 views

I'd like to use the "render to texture" paradigm to write a .png screenshot of my OpenGL 3D rendering. I have it working without multi-sampling, but I'm struggling to get an anti-aliased image. ...
Alec Jacobson's user avatar
1 vote
1 answer
756 views

I am trying to implement an algorithm for sampling in several stages where only the final size of the sample is known. Here is an example of the structure of my sampling frame. Where: cluster is a ...
Héctor Garrido's user avatar
0 votes
0 answers
168 views

I'd like to use antialiasing for 3D objects displayed through an SK3DNode. I've skimmed through the documentation but apparently there is no easy flag to set multisampling for the SceneKit renderer ...
kjyv's user avatar
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0 votes
1 answer
827 views

Overview: Coming from this, i changed to ES 3.0, and after reading and trying for a day, i'm stuck once again in achieving Antialiasing. I'm testing this on iOS simulator. Issue: My drawings are ...
Taimoor Abdullah Khan's user avatar
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1 answer
73 views

X_train_1, X_test_1, y_train_1, y_test = train_test_split(x, y, test_size = .3) X_train_sam, y_train_sam = ADASYN(random_state=42).fit_sample(X_train_1, ...
user avatar
0 votes
1 answer
831 views

UPDATE: this issue turned out to be a silly typo (see answer), which was clearly identified by the DirectX debug layer after I was able to enable it. However, I'm leaving the question up as I think ...
Reign of Error's user avatar
14 votes
2 answers
9k views

I know webgl can antialias or multisample stuff you render to the screen to avoid hard edges, but when I used a framebuffer it didnt do it anymore and there were a bunch of jagged edges on the screen. ...
notrota's user avatar
  • 1,109
1 vote
0 answers
363 views

please forgive any incorrect terminology, I'll do my best to explain. I'd like to know how a rendering technology - gpu/cpu etc blends/merges the samples generated from multisample rendering? (...
justonemore's user avatar
2 votes
2 answers
3k views

How is it possible to have a multisampled texture as part of an FBO in OpenGL ES 3.0 (Android)? The method glTexImage2DMultisample does not seem to exist. I also want to call glReadPixels on this ...
kirtan-shah's user avatar
0 votes
1 answer
4k views

I am trying to display an image in full window using two simple GLSL shaders: Vertex Shader: #version 330 layout (location = 0) in vec3 aPos; layout (location = 1) in vec2 aTexCoord; out vec3 ...
Varun Vijaykumar's user avatar
1 vote
1 answer
284 views

I'm rendering a mesh in a visual c#, using directx. When turning on anti-aliasing, I got following artifacts along the edges on mesh (see image). Artifacts shows only on edges turned toward the camera ...
laker sk's user avatar
0 votes
2 answers
1k views

As the title suggests, I'm using Qt for OpenGL drawing, and with QOpenGLWidget I can turn on multisampling for the main screen buffer with QSurfaceFormat's setSamples() function. This works fine and ...
Thomas's user avatar
  • 505
0 votes
1 answer
88 views

I am Trying to draw curves/lines using OpenGL ES on iPhones. I have used glRenderbufferStorageMultisampleAPPLE(GL_RENDERBUFFER_OES, 4, GL_DEPTH_COMPONENT16_OES, backingWidth, backingHeight) and ...
Prajna Hegde's user avatar
1 vote
1 answer
287 views

I have modified my rendering engine to use multisampled textures, except now depth testing is being ignored. Here's how I'm creating the multisampled FBO, public MSAA_FBO(int WindowWidth, int ...
livin_amuk's user avatar
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0 votes
0 answers
88 views

I am implementing Multisampled Antialiasing into my deferred rendering engine and I'm curious, can I simply use a multisampled texture for the albedo output? Or will the depth texture, normals texture ...
livin_amuk's user avatar
  • 1,363
2 votes
2 answers
4k views

I'm attempting depth peeling with multisampling enabled, and having some issues with incorrect data ending up in my transparent layers. I use the following to check if a sample (originally a fragment)...
Das Louis's user avatar
  • 140
9 votes
1 answer
12k views

I'm developing a little gamedev library. One of the elements of this library is a Canvas (offscreen drawing area), which is implemented through an OpenGL framebuffer. So far, everything's been good, I ...
faiface's user avatar
  • 517
13 votes
1 answer
14k views

What does setting this variable do? For instance, if I set it to 4, what does that mean? I read a description on glfw.org (see here: GLFW Window Guide) under the "Framebuffer related hints" section. ...
Mike Bell's user avatar
  • 255
3 votes
3 answers
12k views

I currently have a data frame called liquidation where I want to run 30 random samples of 1000 observations each from it, designate which account came from which sample and then combine it into a new ...
Drthm1456's user avatar
  • 489
0 votes
0 answers
137 views

I am coding using C/C++, and try to do sampling with replacement based on the sampling probability. Considering the running performance, I try to use Intel MKL. However, I only find random sampling ...
olivia's user avatar
  • 407
2 votes
0 answers
541 views

I want to retrieve the color of the current texel in my fragment shader so I can adapt the output color depending on it. For example: if the current texel's color is red then set the color to green. ...
GuiTeK's user avatar
  • 1,771
-1 votes
2 answers
3k views

Implementing some effect, I end up with 1 frame buffer associated to 1 texture, which holds my final scene. This texture is then applied on a fullscreen quad. The result is what I expect as far as ...
Smoove's user avatar
  • 183
0 votes
1 answer
387 views

I am looking at how i am going to implement antialiasing in a deferred lighting renderer. So three passes, a geometry pass, a lighting accumulation pass, and then a 2nd geometry pass for shading. ...
Aedoro's user avatar
  • 940
0 votes
1 answer
899 views

I've one MS FBO with 3 attached MS textures and nonMS FBO also with 3 attacheed nonMS textures. Is there a way how to blit that? If i blit FBO's entirely, MS FBO combines it in a one texture, and that'...
javierMarquez's user avatar
2 votes
2 answers
2k views

I have an app that may run either with or without multisampling. I am fetching samples from previously rendered multisample textures in a shader. Is it necessary to compile different versions of the ...
matthias_buehlmann's user avatar
2 votes
1 answer
763 views

If I access a multisample texture in GLSL through a sampler2DMS, how do I know which of the samples in a texel of this multisample texture have actually been covered? From the multisample extension ...
matthias_buehlmann's user avatar
0 votes
2 answers
3k views

I am creating a small game engine in Direct X 11 which is going great but i noticed that 3D objects as well as 2D Objects seem very rough around the edges when rendering. I previously came from Direct ...
user5901143's user avatar
2 votes
1 answer
1k views

What's the difference between a pure Super Sampling Anti Aliasing (SSAA) and multisampling with a per-sample shading via gl4.glMinSampleShading(1.0f); using GL_ARB_sample_shading? I like much more ...
elect's user avatar
  • 7,196
2 votes
0 answers
933 views

I have this question now since a long time, I can't get a simple multisample example running.. This is the original code, this is the vs and this the fs, that I report here for convenience: layout(...
elect's user avatar
  • 7,196
0 votes
1 answer
821 views

I want to use function glReadPixels() to do screenshot of my scene. And it works great if I don't use multisampling. But if I do I get GL_INVALID_OPERATION in glResolveMultisampleFramebufferAPPLE(). ...
vkalit's user avatar
  • 647