feat(A.5 T20): MSAA 4x + alpha-to-coverage on foliage
Per Phase A.5 spec §4.9.2: ClipMap foliage uses binary alpha-cutoff. At N₂=12 horizon distance the pixel-stepped silhouettes are visible. A2C with MSAA 4x produces smooth retail-faithful tree edges. GL context now requests Samples=4. WbDrawDispatcher's opaque pass toggles GL_SAMPLE_ALPHA_TO_COVERAGE on/off around the multi-draw indirect call. mesh_modern.frag's opaque pass now discards only truly-empty (α<0.05) so the GPU derives sample mask from coverage; transparent pass boundary logic is unchanged. MSAA audit: no custom FBOs found — all rendering uses default framebuffer. Sky/particles/ImGui are all MSAA-compatible. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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@ -830,6 +830,7 @@ public sealed class GameWindow : IDisposable
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ContextFlags.ForwardCompatible,
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new APIVersion(4, 3)),
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VSync = false, // off during development so the perf overlay shows true framerate
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Samples = 4, // A.5 T20: MSAA 4x for A2C foliage smoothing
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};
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_window = Window.Create(options);
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