On Saturday 12 March 2005 03:50, Timothy Miller wrote:
> On Wed, 9 Mar 2005 09:47:42 +0100, Martijn Sipkema <[EMAIL PROTECTED]> 
wrote:
> > From: "Timothy Miller" <[EMAIL PROTECTED]>
> > Sent: Wednesday, March 09, 2005 07:31
> >
> > > For implementing FSAA, I can't remember whether it's called
> > > multisampling or supersampling, but the easy technique is to have a
> > > stage in the pipeline that divides the geometry down and manipulates
> > > the alpha channel so as to convert 2x2 pixels into one pixel in the
> > > framebuffer.  This is trivial to implement, and I can add it in.
> >
> > That won't work I think as information on subpixels is lost on converting
> > to a single fragment with alpha---that conversion is to be done after all
> > drawing is completed, I think...
>
> All 3D drawing, yes.  I was going to insert it just before the extra
> stuff I inserted to do 2D stuff that OpenGL doesn't account for.

I've been thinking, would it be acceptable to lose the hardware overlay scaler 
when FSAA is turned on, and/or to only have FSAA in full-screen OpenGL mode?

The way the hardware overlay scaler works is that it takes the framebuffer, 
and a second buffer with video data. It copies the framebuffer to output, 
except for pixels with a certain colour key where it switches to a 
colour-converted (YUV->RGB), scaled (with linear interpolation?) version of 
the second buffer. So, that has to happen right before the DAC. Is that all 
correct?

In that case, you could add a small amount of extra logic to the overlay 
scaler (basically, you have to be able to tell it to ignore the framebuffer 
input altogether and just give a scaled version of the second input, and you 
need to be able to turn off the YUV->RGB conversion, which you need to do 
anyway) and you could trade off quality against speed arbitrarily. For 
example, you could render the scene at width*sqrt(2), height*sqrt(2) to get 
one half the fillrate but still some AA.

Lourens
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