[GEM-dev] AA with shader

cyrille henry ch at chnry.net
Fri Jan 28 11:21:26 CET 2011


hello,

for AA in a FB, i also have good result rendering 4 time the same pimitive with alpha and displaced by 1/2 pixel in each direction.

Cyrille

Le 28/01/2011 01:11, Jack a écrit :
> Thanx Chris and Cyrille, i will take a look on these two possibilities.
> I have found this link :
> http://people.csail.mit.edu/ericchan/articles/prefilter/
> I will try later if i can understood.
> ++
>
> Jack
>
>
>
> Le jeudi 27 janvier 2011 à 17:59 +0100, cyrille henry a écrit :
>> hello,
>>
>> you can also try to render into a frambuffer with size 2n+1.
>> rendering this texture should performe a simple AA.
>>
>> c
>>
>> Le 27/01/2011 14:03, chris clepper a écrit :
>>> Jack
>>>
>>> You could try a shader that does edge detection and above a certain threshold apply a simple blur.  That should give some sort of AA.  A more complex version could adjust the blur based on how strong the edge is.
>>>
>>> Chris
>>>
>>> On Tue, Jan 25, 2011 at 6:34 PM, Jack<jack at rybn.org<mailto:jack at rybn.org>>  wrote:
>>>
>>>      I know, this is not a specific GEM problem.
>>>      I would like to get the render (started with only geos) from the
>>>      [gemframebuffer] anti-aliased. And I was wondering if someone has worked
>>>      on a shader to get this effect and if this person would like to share
>>>      his shader or to help in development ?
>>>      Thanx.
>>>      ++
>>>
>>>      Jack
>>>
>>>
>>>
>>>
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