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Fix FSAA in UI and lower VRAM consumption
FSAA was being requested however due to how the compositor was setup, this effect was not taking effect. Additionally, the Compositor setup was improved to lower memory consumption. Originally the setup was taken from Ogre samples which assume they will ultimately be rendering to a window. However this is not the case and thus IGN was creating 3 render targets (two for ping-ponging between postprocess FXs + one for storing the final result) This was optimized so that we only create 2 render targets: two for ping-ponging between postprocess FXs and we pick at runtime which one is storing the final result via the new variable renderTargetResultsIdx Further performance optimizations could be made in Ogre 2.2 to improve unnecessary MSAA resolving when doing postprocess, though considering there's currently only one postprocessing effect (the Gaussian filter) I doubt this optimization would make much of a difference Signed-off-by: Matias N. Goldberg <dark_sylinc@yahoo.com.ar>
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