OpenGL render active viewport does not respect Multisampling when executed from Sequencer #43101

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opened 2015-01-02 20:29:36 +01:00 by No One · 13 comments

Blender 2.73 fdddd4e
GeForce GTX 550Ti

Settings -> System -> Set Multisample to 16 to obtain an antialiased OpenGL render (save settings, restart)

When using the Sequence Editor, the OpenGL output will not be anti-aliased. I attach a screenshot (view at full resolution, have a look at the borders of the "Text") and a .blend file.

I hope this information suffices.
Best regards

blackno666

glsl-vse.blend
glsl-vse.png

Blender 2.73 fdddd4e GeForce GTX 550Ti Settings -> System -> Set Multisample to 16 to obtain an antialiased OpenGL render (save settings, restart) When using the Sequence Editor, the OpenGL output will not be anti-aliased. I attach a screenshot (view at full resolution, have a look at the borders of the "Text") and a .blend file. I hope this information suffices. Best regards blackno666 [glsl-vse.blend](https://archive.blender.org/developer/F134840/glsl-vse.blend) ![glsl-vse.png](https://archive.blender.org/developer/F134838/glsl-vse.png)
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Changed status to: 'Open'

Changed status to: 'Open'
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Antonis Ryakiotakis was assigned by Julian Eisel 2015-01-04 00:36:16 +01:00
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Added subscribers: @Psy-Fi, @JulianEisel

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Problem is that offscreen drawing doesn't use multisample. I spent some time on this but wasn't able to find a solution. @Psy-Fi, mind having a look?

Problem is that offscreen drawing doesn't use multisample. I spent some time on this but wasn't able to find a solution. @Psy-Fi, mind having a look?

We could request a multisampled framebuffer when the options is on but performance will hurt. Oh well, that is known already :)

We could request a multisampled framebuffer when the options is on but performance will hurt. Oh well, that is known already :)

Added subscriber: @ideasman42

Added subscriber: @ideasman42

This is a TODO really.

OpenGL render from the viewport uses the render settings, I think the sequencer should behave this way too.

This is a TODO really. OpenGL render from the viewport uses the render settings, I think the sequencer should behave this way too.
Set as TODO, http://wiki.blender.org/index.php/Dev:2.5/Source/Development/Todo/Editors#Video_Sequencer

I looked into this briefly yesterday but I don't think it's a good idea to support. Basically we have to request a multisampled offscreen buffer but to readback from that buffer we first have to copy the contents of that buffer to another non-multisampled offscreen buffer and then read to CPU. Yes it's silly, but it's one of the limitations of OpenGL. More modern versions support multisampling better but even then I'm not sure if direct readback from multsampled buffer is possible. I'll have to check it out.

I looked into this briefly yesterday but I don't think it's a good idea to support. Basically we have to request a multisampled offscreen buffer but to readback from that buffer we first have to copy the contents of that buffer to another non-multisampled offscreen buffer and then read to CPU. Yes it's silly, but it's one of the limitations of OpenGL. More modern versions support multisampling better but even then I'm not sure if direct readback from multsampled buffer is possible. I'll have to check it out.

Added subscriber: @Kunda

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Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
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Reference: blender/blender#43101
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