+1 for the enum approach...will make it easier to enhance for future options...

Gerrit 

Am 12.07.2013 um 19:55 schrieb Richard Bair <richard.b...@oracle.com>:

> Thor recently pushed an implementation for MSAA for those cases when the 
> feature is supported by the card and where a Scene (or SubScene) is created 
> with the antiAliasing flag set to true. MSAA is "Multi-sampled Anti 
> Aliasing", which means that the graphics card, when configured in this mode, 
> will sample each fragment multiple times. The upshot is that 3D doesn't look 
> as jaggy.
> 
> However this has an impact on performance (usually an extra buffer copy or at 
> the very least you will be sampling each pixel multiple times so if you are 
> doing something graphically intense then that might push you over the edge 
> where you start to see performance degradation). Now multi-sampling can be 
> 2x, 4x, etc. The higher the multi-sampling value, the better the quality, and 
> the lower the performance.
> 
> I'm also bothered but the name "antiAliasing" because there are many forms of 
> anti-aliasing in the world and it isn't clear which this is. I think perhaps 
> we should instead have an enum. The idea is that we can add to the enum over 
> time with greater options for how to perform the scene antialiasing.
> 
> public enum SceneAntiAliasing {
>    DISABLED,
>    DEFAULT,
>    MSAA_2X,
>    MSAA_4X
> }
> 
> And then grow it over time to include potentially other techniques. My 
> thought here is that the implementation is going to matter to folks. They're 
> going to want to be able to make the performance / quality tradeoff, and 
> perhaps even the implementation tradeoff (since different implementations may 
> provide somewhat different results). DISABLED turns it off, obviously. 
> DEFAULT allows us to pick what we think is the best (might be different on 
> different platforms. Desktop might go with MSAA_16x or equivalent while iOS 
> might be MSAA_2X). Then some standard options.
> 
> Thoughts?
> Richard

Reply via email to