How are depth values โ€‹โ€‹allowed in OpenGL textures with multisampling?

I use FBO to make my scene a depth texture ( GL_DEPTH_COMPONENT ). When I enable multisampling in my application, these patterns are only allowed for one texel, but how are they combined? Is the depth of the nearest sample a stored texture or the average number of samples? Is this behavior vendor dependent?

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See multiprocessor specification document :

"If the depth test passes, all sample values โ€‹โ€‹of the multisample buffer depth are set to the depth of the very depth of the sample fragment values โ€‹โ€‹and all sample values โ€‹โ€‹of the multisample buffer are set to the color value of the incoming fragment.

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