On Tuesday 08 March 2005 00:23, Martijn Sipkema wrote:
> On Mon, 2005-03-07 at 00:45 -0500, Daniel Phillips wrote:
> > On Saturday 05 March 2005 17:43, Lourens Veen wrote:
> > > Just a short question though, knowing next to nothing about this. How
> > > does the blending at the edges work theoretically? Alpha blending
> > > gives problems with continuity I'd think. Let's say we render two
> > > adjacent white polygons on a black background, and we render them one
> > > at a time. If we blend the edge pixels with the background then a
> > > pixel that is cut right through the middle will be 75% white instead
> > > of 100%. And if you render the same polygon twice then it will be 75%
> > > white instead of 50%. How do you prevent that?
> >
> > That is a pretty good illustration of algorithms based on blending into
> > a partially constructed image don't work very well.  None of the three
> > algorithms I described do this.
>
> For 2d antialiasing you can use front-to-back drawing using smooth
> polygons, i.e. alpha values that represent coverage, and use
> GL_SRC_ALPHA_SATURATE/GL_ONE for the src/dst blending functions.

Erm, wouldn't that give the problem I outlined above? Or does "2d 
antialiasing" have a special meaning that I'm unaware of?

> > > The simple 2x2 supersampling approach does not have this problem, but
> > > how does this work for multisampling?
> >
> > The color value for each subsample is stored separately and only mixed
> > with other subsamples in final scanout.
>
> Multisampling is the standard OpenGL way---apart from using a multipass
> algorithm using the accumulation buffer---of handling antialiasing for
> the general 3d case.
>
> > > The reason I'm asking is that I'm wondering whether we can't cheat,
> > > and do something that gives somewhat better results than 2x2
> > > antialiasing.
> >
> > If you find a way, be sure to shout!
>
> For 2d drawing the OpenGL smooth polygons will give much better results.

Huh? What is an "OpenGL smooth polygon"?

> > > I'm afraid that 2x2 won't be fast enough, and it won't
> > > be pretty enough either, making the entire thing a bit useless. Which
> > > is an opinion based on nothing, so I'd be happy to hear
> > > counterarguments :).
> >
> > Here is a counterargument:
> >
> >    http://www.ixbt.com/video/images/geforce3/aa2x2.jpg
> >
> > Looks pretty, hmm?
>
> 2x2 may be quite acceptable for realtime 3d graphics, but not good
> enough for (high quality) 2d drawing, e.g. vector graphics for SVG
> rendering.

Agreed, remembering the other article. But I still feel like I'm missing most 
of what you are trying to say. It's probably just me being thick, but I'd 
love a bit more explanation if you can.

Lourens
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