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@@ -5,6 +5,11 @@
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* lead to discretization effects. For accurate sample accumulation use a floating
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* point buffer.
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*
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+ * It is also possible to reduce the discretization effects by having more buffers
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+ * and doing less combines. So render to 4 buffers and combine them 4 times for
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+ * 16 samples and you'll get 4x less discretization artifacts and then current
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+ * approach.
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+ *
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*/
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THREE.MSAAPass = function ( scene, camera, params ) {
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