Andrew Katrich Posted April 22, 2010 Share Posted April 22, 2010 Hey how you can remove the pixels, or enable anti-aliasing? Quote Link to comment Share on other sites More sharing options...
ZioRed Posted April 22, 2010 Share Posted April 22, 2010 With SetAntialias(1) method from Framework? Quote ?? FRANCESCO CROCETTI ?? http://skaredcreations.com Link to comment Share on other sites More sharing options...
Andrew Katrich Posted April 22, 2010 Author Share Posted April 22, 2010 Thank you very much. Quote Link to comment Share on other sites More sharing options...
Flexman Posted April 24, 2010 Share Posted April 24, 2010 Just to add, this is a post-process technique that blurs the edges a little. I was wondering about a technique that uses a buffer larger than the viewport, then drawing that buffer into the viewport. Wouldn't that achieve sub-pixel accuracy? I think this is how Gran Turison 2 on PS2 handled full screen AA. The disadvantage is the bigger memory requirement when all the various buffers are quite large already. The different buffer stages don't need to be the same size though do they? Just a thought. Quote 6600 2.4G / GTX 460 280.26 / 4GB Windows 7 Author: GROME Terrain Modeling for Unity, UDK, Ogre3D from PackT Tricubic Studios Ltd. ~ Combat Helo Link to comment Share on other sites More sharing options...
Josh Posted April 24, 2010 Share Posted April 24, 2010 Just to add, this is a post-process technique that blurs the edges a little. I was wondering about a technique that uses a buffer larger than the viewport, then drawing that buffer into the viewport. Wouldn't that achieve sub-pixel accuracy? I think this is how Gran Turison 2 on PS2 handled full screen AA. The disadvantage is the bigger memory requirement when all the various buffers are quite large already. The different buffer stages don't need to be the same size though do they? Just a thought. You can do that, but it increases texture bandwidth usage. Hardware antialiasing achieves the same effect by performing the pixel shader on more than one pixel, and averaging the results, so you don't have the bandwidth issues. Hardware antialiasing will be supported in version 3.0. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Andrew Katrich Posted April 25, 2010 Author Share Posted April 25, 2010 You can do that, but it increases texture bandwidth usage. Hardware antialiasing achieves the same effect by performing the pixel shader on more than one pixel, and averaging the results, so you don't have the bandwidth issues. Hardware antialiasing will be supported in version 3.0. Well thanks, then I'll wait for version 3.0 and buy it. Quote Link to comment Share on other sites More sharing options...
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