To be short and to the point, I draw to a FrameBuffer I create and then export the contents of that FrameBuffer to a Texture, in order to save me processing power on phones by pre-rendering my image. However, MSAA is only performed by OpenGL 20 on the default FrameBuffer, if I understand correctly.
Therefore, is it possible to get cross-platform Anti-Aliasing of any kind on a non-default FrameBuffer, and how can I accomplish this? I am sorry if this is a very general question, but I hardly know anything about OpenGL itself. I’ve looked into it a little bit, but LibGDX doesn’t always seem to have all the functions that I see available (e.g., glGetTexImage, since I’m not sure how to actually retrieve the texture as a Libgdx Texture), or there just plain isn’t much documentation (as far as my searches have taken me) on how to apply Anti-Aliasing through a non-default FrameBuffer in OpenGL through LibGDX.
TLDR; How do I use Cross Platform Anti-Aliasing on an FBO through LibGDX?
Since this question has to do with problems related to my attempt to speed up my rendering, I am putting it in Performance Tuning. Please move this thread to the proper sub-forum if I’m incorrect.
EDIT: According to https://code.google.com/p/libgdx/issues/detail?id=658, MSAA with FBO is impossible on Android devices, but that was back in 2012. Even if it’s still impossible on some Android devices due to hardware restrictions or something like that, is it possible to use MSAA through LibGDX with devices that do support it on FBO, or failing that, is any anti-aliasing (preferably not FSAA as that uses a lot of resources) possible on FBO through LibGDX?