Reputation: 91
So I'm trying to implement full-screen MSAA in my Metal app. I have it working and when drawing solid-filled polygons the edges appear smooth as expected. However, my textured polygons appear dark, and get darker as I increase the number of samples, indicating that the shader might be taking only one sample of the texture per fragment and blending it with n - 1
samples of black therefore making it darker.
However, in my app I also have textures that I render to and then draw to the screen. These textures show up perfectly fine. I can't really see a difference between the two kinds of textures that would change the behavior of multisampling.
Anyway, if anyone could maybe give me any clues as to what's going on, I would greatly appreciate it. I'm pretty stumped on this one.
EDIT:
Here is how I am setting up all my pipeline state(s)
Here is how the texture pipeline state is set up specifically
Upvotes: 1
Views: 219
Reputation: 91
I figured it out. The problem was that I hadn't set my stencil draw pipeline state to be multisampled. Therefore it was only reading the value in the stencil buffer for 1 out of n samples and hence darkening the output. Works fine now.
Upvotes: 1