I am trying to get MSAA working with post-process effects (e.g. trying something simple like the GreyScale). For example I use some sample like the 42_PBRMaterials:
engineParameters_[“Multisample”] = 4;
If I put any value greater than 1 for “Multisample” I see everything pitch black when applying any post process effect. If it is 1, the post process effect is fine. Dunno how the rendering pipeline works. Any suggestions on what am I missing? Maybe in master branch it behaves differently? (Urho3D 1.7.1, Win10, VS2015, RTX 2080 Ti, DX11)
For MSAA to work ALL further render targets in your renderpath need to have the multisample tag which matches with the setting on your context be it the whole window or a render surface.
You might want to use SetWindowModes() instead for better control over the behavior in the context of fullscreen vs windowed (probably need to experiment to get exactly what you want).