I’d like to add anti-aliasing when drawing meshes. I’ve read a bit about how multisampling works, but I’m unsure whether I should try to incorporate this in a shader in Codea.
So I’m wondering if anyone with some more experience can answer:
Is there a built-in way to use multisampling antia-aliasing in an OpenGL shader in Codea?
…or should I write my own implementation?
…or should I use a completely different approach on anti-aliasing instead?
Basically it applies AA as a post processing step by rendering the screen to a texture then feeding that into a shader that gets drawn on top as a fullscreen quad