Timothy Miller wrote:
The way I was going to do FSAA was to have one stage that divided the screen coordinates by 2**n and modified the alpha channel appropriately. Horizontally associated fragments would be automatically combined, but vertically associated fragments would be resolved by the blender. That would lose some accuracy and performance, but oh-well.
However, it's been suggested that one solution is to render the scene N times with slightly different camera positions and them composite them. It seems to me that that would be a lot slower, but I haven't put a lot of thought into it.
At the risk of saying something utterly stupid (I have little experience with using FSAA, let alone developing hardware to support it) I've seen some really good anti-aliasing results in FlightGear for the HUD code. We used to draw lines directly to the screen but after someone changed to code to allow for 3d perspective HUD's, anti-aliasing was available almost for free.
The way it worked was that the HUD plane was scaled down and translated to z=-1 like this:
// Convert the 640x480 "HUD standard" coordinate space to a square // about the origin in the range [-1:1] at depth of -1 glScalef(1./320, 1./240, 1); glTranslatef(-320, -240, -1);
Maybe something simillar can be used here as well?
Erik _______________________________________________ Open-graphics mailing list [email protected] http://lists.duskglow.com/mailman/listinfo/open-graphics List service provided by Duskglow Consulting, LLC (www.duskglow.com)
