opengl 深度详解_多重采样时,如何在OpenGL纹理中解析深度值?

I'm using an FBO to render my scene to a depth texture (GL_DEPTH_COMPONENT). When I enable multisampling in my application, those samples are resolved to a single texel, but how are they combined? Is the depth of the nearest sample stored to the texture, or the average of the samples? Is this behavior vendor-dependent?

解决方案

"If the depth test passes, all multisample buffer depth sample values

are set to the depth of the fragment's centermost sample's depth

value, and all multisample buffer color sample values are set to

the color value of the incoming fragment."

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