Hello Victor,

I've not used that combination and it is my understanding that is not the
most popular AA method when using deferred shading (because of the
increased memory and memory bandwidth requirements). You'll need all
G-Buffer render buffers/textures to be multisampled as well as the depth
buffer used to fill the G-Buffer. Without that the lighting shaders don't
have access to per-sample data and the final image does not change compared
to using just one sample. Off the top of my head I'm not sure if the
lighting shaders need to be aware of the MSAA G-Buffer or if they just work
unchanged.

Cheers,
Carsten

On Thu, Apr 22, 2021 at 6:55 AM Victor Haefner <victor.haef...@gmail.com>
wrote:

> Hallo,
>
> I am trying to get multisampling working with the deferred shading stage.
> I tried setting the render target with an FBO with
>
>     fbo->setEnableMultiSample(true);
>     fbo->setColorSamples(4);
>     fbo->setCoverageSamples(4);
>
> but this does nothing, I also tried to set those on the color attachment
> (a render buffer).
> ..but still no luck :/
>
> Anyone an idea on getting multisampling to work with deferred shading?
>
> thanks a lot!
>
> best regards,
> Victor
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