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Great post! Minor nitpick: WebGL does support MSAA since WebGL1, but in WebGL1 only on the canvas, and you don't have any control over the number of samples (ca
by flohofwoe 2y ago
Great post! Minor nitpick: WebGL does support MSAA since WebGL1, but in WebGL1 only on the canvas, and you don't have any control over the number of samples (can only select antialiasing on/off) - not that it matters much anymore :)
What WebGL2 is still missing is MSAA texture objects (it only supports MSAA render buffers), which makes it impossible to directly load individual samples in a shader (useful for custom-resolve render passes). That's only possible in WebGPU.