Hello,
Im looking to add SSAA anti aliasing technique in my game which consist to render the screen (GBuffer since i am using deffered rendering) at for example 2 times the normal display resolution and then then put it back in normal size.
Just like the Nvidia DSR technology.
I would like to know where the GBuffer is created / defined in Urho3D source code so i can try to add this feature (DirectX 11 desktop). It is a quite common feature in game engines now.
The deferred renderer in Urho3D need some anti-aliasing love i think
Thank you !