Ampere K. Hardraade wrote:
> At the moment, is antialiasing applied to textures themselves?

Sort of.  This is the purpose behind mipmapping and filtering --
avoiding aliasing effects in texture ("texel") space.

> If so, what will happen if antialiasing is applied to the final
> render/output instead?

Nothing.  The FSAA mechanisms on modern cards work in screen (pixel)
space, for scene elements (triangle edges) that cannot be helped by
the mipmapping mechanisms.  Different tricks for slightly different
purposes.  Inside of a polygon, the FSAA tricks are mostly a noop and
mipmapping is what you want.


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