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Ampere K. Hardraade schrieb:
> At the moment, is antialiasing applied to textures themselves? If so, what
> will happen if antialiasing is applied to the final render/output instead?
Technically the textures, as they are displayed, aren't antialiased
(that doesn't make sense) but they are bilinear, or even trilinear filtered.
The result are smooth textures (in such a way as you'd expect it from
The content of the textures (i.e. the raw texture image) is as much
antialiased as the texture designer did it during creation. (I think we
are quite optimal there)
Antialiasing itself can only be applied to the final output. There are 2
- - "normal" antialiasing: it's relatively fast and smoothes the lines/edges
- - "full screen" antialiasing ("FSAA"): the the whole scene is basically
renderd at a much higher resolution and finally scaled down for display.
This technique is realtively slow as it needs huge data transfer rates
on the graphics hardware.
These antialiasing settings can usally be changed at the graphic card
driver. (I dunno if FGFS offers to change that seting itself)
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