How to apply anti-aliasing and glow to a viewport used as mesh texture?
I successfully managed to utilize the technique described by @TwistedTwigleg in https://godotdevelopers.org/forum/discussion/20065/how-to-position-hud-items-in-a-vr-application for creating a reticle-style GUI control for interacting with objects just by gazing at them. (I am really impressed by the amount of out-of-the-box utility functions provided by Godot like that RayCast thing!)
More precisely, I have a Node2D inside a Viewport, whose texture is used as albedo_texture for a MeshInstance's surface_material. On that particular Node2D, I do some custom drawing to indicate whether an interactable object is in focus, whether activation is in progress, and the like. As mentioned, all that works fine, but the drawing still looks a bit ugly -- in particular due to the lack of anti-aliasing.
Furthermore, I'd like to apply some glow effect to the reticle HUD. I experimented a bit with a custom environment node below the Viewport, but glow settings adjusted here apparently influence the whole scene.
So here's my questions:
- Is there a way to enable anti-aliasing for the texture drawn by the Node2D?
- Is there a way to selectively apply glow settings to a sub-set of objects in a scene?
Looking forward to any advice --