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