{"action":"created","issue":{"url":"https://api.github.com/repos/mrdoob/three.js/issues/8120","repository_url":"https://api.github.com/repos/mrdoob/three.js","labels_url":"https://api.github.com/repos/mrdoob/three.js/issues/8120/labels{/name}","comments_url":"https://api.github.com/repos/mrdoob/three.js/issues/8120/comments","events_url":"https://api.github.com/repos/mrdoob/three.js/issues/8120/events","html_url":"https://github.com/mrdoob/three.js/pull/8120","id":133326386,"number":8120,"title":"[Draft] WebGL2 Multisample Renderbuffers","user":{"login":"mattdesl","id":1383811,"avatar_url":"https://avatars.githubusercontent.com/u/1383811?v=3","gravatar_id":"","url":"https://api.github.com/users/mattdesl","html_url":"https://github.com/mattdesl","followers_url":"https://api.github.com/users/mattdesl/followers","following_url":"https://api.github.com/users/mattdesl/following{/other_user}","gists_url":"https://api.github.com/users/mattdesl/gists{/gist_id}","starred_url":"https://api.github.com/users/mattdesl/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/mattdesl/subscriptions","organizations_url":"https://api.github.com/users/mattdesl/orgs","repos_url":"https://api.github.com/users/mattdesl/repos","events_url":"https://api.github.com/users/mattdesl/events{/privacy}","received_events_url":"https://api.github.com/users/mattdesl/received_events","type":"User","site_admin":false},"labels":[],"state":"open","locked":false,"assignee":null,"milestone":null,"comments":8,"created_at":"2016-02-12T19:42:42Z","updated_at":"2016-02-16T18:06:55Z","closed_at":null,"pull_request":{"url":"https://api.github.com/repos/mrdoob/three.js/pulls/8120","html_url":"https://github.com/mrdoob/three.js/pull/8120","diff_url":"https://github.com/mrdoob/three.js/pull/8120.diff","patch_url":"https://github.com/mrdoob/three.js/pull/8120.patch"},"body":"This is an early draft of multisample RenderBuffers to ThreeJS. This is a WebGL2 feature.\r\n\r\nMultisample renderbuffers don't even work yet in Chrome Canary or FireFox Nightly, but hopefully this can start the discussion.\r\n\r\nI figure it should go like this:\r\n\r\n```js\r\nrenderTarget.samples = 4;    // 4x4 MSAA\r\nrenderTarget.samples = 0;    // disable MSAA\r\nrenderTarget.samples = null; // disable MSAA\r\n```\r\n\r\nOpen questions: \r\n\r\n- Is anything else needed to get this working?\r\n- Where should we check for MAX_SAMPLES?\r\n- Should this be a getter/setter to mark the render target as \"dirty\" and in need of update?\r\n"},"comment":{"url":"https://api.github.com/repos/mrdoob/three.js/issues/comments/184804239","html_url":"https://github.com/mrdoob/three.js/pull/8120#issuecomment-184804239","issue_url":"https://api.github.com/repos/mrdoob/three.js/issues/8120","id":184804239,"user":{"login":"bhouston","id":588541,"avatar_url":"https://avatars.githubusercontent.com/u/588541?v=3","gravatar_id":"","url":"https://api.github.com/users/bhouston","html_url":"https://github.com/bhouston","followers_url":"https://api.github.com/users/bhouston/followers","following_url":"https://api.github.com/users/bhouston/following{/other_user}","gists_url":"https://api.github.com/users/bhouston/gists{/gist_id}","starred_url":"https://api.github.com/users/bhouston/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/bhouston/subscriptions","organizations_url":"https://api.github.com/users/bhouston/orgs","repos_url":"https://api.github.com/users/bhouston/repos","events_url":"https://api.github.com/users/bhouston/events{/privacy}","received_events_url":"https://api.github.com/users/bhouston/received_events","type":"User","site_admin":false},"created_at":"2016-02-16T18:06:55Z","updated_at":"2016-02-16T18:06:55Z","body":"Yeah, you have the idea I was trying to communicate.\r\n\r\nAlso, I'm not saying this is the best idea, it is just what we did.\r\n\r\nYou could also make subclass of WebGLRenderTarget that contains the second MSAA one, and has a commit to the first.  This way you can pass the MultiSampleWebGLRenderTarget into the code that uses just a WebGLRenderTarget and it will work.  But that code could detect if it is a MSAA one (such as WebGLRenderer) and use the advanced features, commiting after it is done so that the class is still compatible with everything else."}}