[GEM-dev] AA with shader

Jack jack at rybn.org
Sun Jan 30 02:59:00 CET 2011


Yep, i have read on few web pages that i can use multipass.
If i understand, i need ('to chain') 4 framebuffers and 4 textures or i
am wrong ?
Is it too slow to do it with only one shader, one framebuffer and one
texture ?
++

Jack



Le vendredi 28 janvier 2011 à 10:44 -0500, Mathieu Bouchard a écrit :
> On Fri, 28 Jan 2011, cyrille henry wrote:
> 
> > 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.
> 
> Proper AA would render 4 times the same primitive displaced by (0 0), (0 
> 1/2), (1/2 0), and (1/2 1/2), instead, so that the 4 points form a square 
> aligned with the pixel grid, instead of at 45°.
> 
> Also, care must be taken to ensure 25 % contribution of each layer (and 
> not some other percentage sequence if you use a normal [alpha] with 75 % 
> opacity in all four layers). Thus you use opacity 100 %, 50 %, 33,333 %, 
> 25 %, from the bottom up (that's 1/n).
> 
> But in any case, it's a good idea.
> 
>   _______________________________________________________________________
> | Mathieu Bouchard ---- tél: +1.514.383.3801 ---- Villeray, Montréal, QC

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