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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