MSAA iOS/Android
MSAA is disabled in the code for iOS and Android. https://github.com/BabylonJS/BabylonNative/blob/5b5ad204466693ab849806616c063694d2986701/Core/Graphics/Source/GraphicsImpl.cpp#L40 On iOS, it caused an issue with Highlighting https://github.com/BabylonJS/BabylonReactNative/issues/215 An issue has been open on bgfx : https://github.com/bkaradzic/bgfx/issues/2620 On Android, it leads to a crash https://github.com/BabylonJS/BabylonNative/issues/507
Some partners will need MSAA and it must be re-enabled at some point.
On Android, glBlitFramebuffer is broken with Mali chips : https://developer.arm.com/documentation/101897/0200/fragment-shading/multisampling-for-opengl-es
https://github.com/bkaradzic/bgfx/blob/89ae74122cdd8fc719ff467c2fbc377e45ea8b6c/src/renderer_gl.cpp#L3867
Is there a workaround?
Yes https://github.com/bkaradzic/bgfx/pull/2818
@CedricGuillemet Is this fixed now?
@bghgary No. There are issues on some devices. My guess is it's because of the size of the GPU internal framebuffer. It gets too big with MSAA. I have built some release .apk with variation on the MSAA technic, framebuffer size,.. I need to test. This will give me a better idea on how to fix it.
I get there are issues on some devices, but MSAA is now enabled again right?
yes.
MSAA fixed with context config. Closing.