Dear friends, it is quite straightforward to incorporate a custom shader into an iced application with the existing “shader” widget, however I am struggling to implement anti-aliasing with multi-sampling.
The only target (TextureView) we get as an input to the Primitive::render() function is not multi-sampled, moreover, I can’t use the following approach:
let mut render_pass = encoder.begin_render_pass(&RenderPassDescriptor {
label: Some("Scene Render Pass"),
color_attachments: &[
Some(RenderPassColorAttachment {
view: multisample_view, // THIS
resolve_target: Some(target), // AND THIS
ops: Operations {
load: LoadOp::Load,
store: Store,
},
}),
],
since my custom multisample_view TextureView doesn’t contain the elements previously drawn by Iced - hence I get a broken interface as a result.
Is it possible to implement multi-sampling with the shader widget? How would you approach this challenge?
Thanks everyone in advance