Multisampling can improve visuals of effects like Desktop Cube or Magic Lamp.
From effects' perspective, all what they would need to do is to set PAINT_SCREEN_MULTISAMPLE(or something like that) flag in prePaintScreen, e.g.
void SomeEffect::prePaintScreen(ScreenPrePaintData &data, int time) { // Bookkeeping stuff, etc. if (m_multisampling) { data.mask |= PAINT_SCREEN_MULTISAMPLE; } effects->prePaintScreen(data, time); }
Current issues:
- GLRenderTarget is not flexible enough, one can't use render buffers. Extending the API would be probably painful.