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When I use a RTT (Render to Texture) in Ogre3D, I find that I need to change the FSAA level in rendering, because high FSAA levels give nice results, but cost performance, so I want to change its level:

Ogre::TexturePtr tp = Ogre::TextureManager::getSingleTonPtr()->createManual(name,...,fsaalevel,"");
tp->getBuffer()->getRenderTarget()->addcamera..addviewport ..etc(startup);

Using this line afterwards is not useful, because the second line below is the original value:

tp->setFSAA(0,"")
tp->getBuffer()->getRenderTarget()->getFSAA();
Frédéric Hamidi
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1 Answers1

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From the docs on Ogre::Texture::setFSAA:

This option will be ignored if TU_RENDERTARGET is not part of the usage options on this texture, or if the hardware does not support it.

You are probably missing the TU_RENDERTARGET. Check the Ogre Wiki on Render to Texture for a step by step guide.

c_k
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  • Thank you very much! TU_RENDERTARGET is have,and hardware is supported and you can try it,it doesn't work. It's not a newer question. – user2465781 Jul 02 '13 at 03:30
  • I don't understand your comments. – c_k Jul 02 '13 at 13:06
  • You think I use createManual without TU_RENDERTARGET. But I use! My hardware supports it because I can see effect by set different fsaa level. I just want to change fass level after createManual but I change textruePtr's fass level but RenderTarget's fsaa is not change and render to texture(rtt) use RenderTarget's fsaa to render. Then I have no way to solve it.I'am Chinese, and my English isn't good. Thank you. – user2465781 Jul 03 '13 at 08:32
  • Okay, please be more clear on what you already tried in the future. Your code suggests you didn't use TU_RENDERTARGET. – c_k Jul 03 '13 at 09:25
  • Can you help me? I have no way. – user2465781 Jul 05 '13 at 06:05
  • No. I usually ask question here. OK,I will ask on it. – user2465781 Jul 06 '13 at 03:03