Guy,

One option that I have used in the past is to use super-sampling.  You would 
render your scene at a higher resolution, and then perform any variation of 
averaging or weighting you want as you scale it down to the final size.  This 
will help to make sure sub-pixel objects contribute to the final rendered 
image.  One of my previous implementations just rendered a specific node 
geometry by itself at a high resolution and then scaled/blended it in with the 
rest of the scene.

HTH
Chuck

On 9 March 2010 14:32, Guy <[email protected]> wrote:
> 
> Hi, thanks, I've just read that SMOOTH isn't supported since several years 
> ago.
>  
> It is important since this is physically correct that even objects which are 
> very small, does contribute to the pixel color.
>  
> Is it possible to calculate the pixel coverage or get it in a shader? That 
> would be a good solution.
> Does anyone know how Multi-sampling is implemented algorithmically?
>  
> Thanks,
>  Guy.

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