Minor changes to the multisample example
@@ -88,11 +88,11 @@ pub fn main() {
use three_d::egui::*;
SidePanel::left("side_panel").show(gui_context, |ui| {
ui.heading("Debug Panel");
- ui.radio_value(&mut render_steps, RenderMethod::Direct, "Direct");
+ ui.radio_value(&mut render_steps, RenderMethod::Direct, "Direct (MSAA x4)");
ui.radio_value(
&mut render_steps,
RenderMethod::ToTexture,
- "To texture (normal)",
+ "To texture (No MSAA)",
);
ui.radio_value(
&mut render_steps,
@@ -135,7 +135,7 @@ pub fn main() {
// Render according to the selected render steps
match render_steps {
RenderMethod::Direct => {
- // Render the shapes directly to the screen framebuffer
+ // Render the shapes directly to the screen.
frame_input
.screen()
.clear(clear_state)
@@ -143,7 +143,7 @@ pub fn main() {
}
RenderMethod::ToTexture => {
- // Render the shapes to a texture, and copy the color texture to the screen framebuffer
+ // Render the shapes to a non-multisample texture, and copy the color texture to the screen.
let mut color_texture = Texture2D::new_empty::<[u8; 4]>(
&context,
frame_input.viewport.width,
@@ -177,7 +177,8 @@ pub fn main() {
}
RenderMethod::ToMultisampledTexture(sample_count) => {
- // Render the shapes to a multisampled buffer, and copy the color texture to the screen framebuffer
+ // Render the shapes to a multisampled render target, resolve that render target into a non-multisampled color texture,
+ // and copy that color texture to the screen.
let color_texture = RenderTargetMultisample::<[u8; 4], f32>::new(
&context,
frame_input.viewport.width,
