On Friday 25 February 2005 21:30, Timothy Miller wrote: > Adding a stage for automatic antialiasing would not be a big deal. > It was removed because it was considered to be not as important as > some other features that were too complex to be added already. > This is the case with a number of features that were dropped.
The nice thing about supersampling FSAA is, it's very simple to implement. Nothing changes in the rasterizer or fragment pipeline. The only extra hardware requirement is to scan out four pixels at a time, adding up and dividing by four. Multisampling is considerably more complex and requires changes in the frame buffer format. The method you suggested, which looks like a combination of multisampling and accumulation buffer, also seems complex. > ...given what you say, there's little reason to go either way > except for memory consumption. Memory bandwidth is the big problem. But there are a number of things that can be done about that, which we can defer for later. Given how simple it is to implement, it would be nice to include it in the initial release even if it doesn't run at game rates. Regards, Daniel _______________________________________________ Open-graphics mailing list [email protected] http://lists.duskglow.com/mailman/listinfo/open-graphics List service provided by Duskglow Consulting, LLC (www.duskglow.com)
