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
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