FWIW, I've been using glBlitFramebuffer() since forever to resolve MSAA render target textures into a non-MSAA texture, only supported in GLES3/WebGL2 though.
I have the call in an #ifdef though, so that it's not being used when compiled against the GLES2 headers. It works with USE_WEBGL2 and a dynamic fallback to WebGL1 if WebGL2 could not be initialized (that's what the check for !_sg.gl.gles2 check is for): https://github.com/floooh/sokol/blob/196aa649f15a7ef05af64fedf5c90f64dc6d2fdd/sokol_gfx.h#L5842-L5869 Also make sure to include the matching GL headers (GLES3/gl3.h with USE_WEBGL2, and GLES2/gl2.h otherwise). Cheers, -Floh. -- You received this message because you are subscribed to the Google Groups "emscripten-discuss" group. To unsubscribe from this group and stop receiving emails from it, send an email to [email protected]. To view this discussion on the web visit https://groups.google.com/d/msgid/emscripten-discuss/d5da25a6-ab53-4524-9277-c61e55bb8fa5%40googlegroups.com.
