Hi,

currently I'm working on a pixel-based distortion for projection on nonplanar 
surfaces. The output looks ok , but I would like to enable antialiasing. 

My Programm renders to texture, modifies this texture with a fragment shader 
and after that renders the modified texture to the output. The fragment shader 
pass seems to be the reason why it still looks aliased even if multisampling is 
enabled.

The fragment shader "moves" each pixel to a new localion, based on an 
distortion map. Adjacent pixels are usually moved similar, but not identical, 
so even If I enable multisampling in the RTT pass, the rendered image after 
applying the shader looks a little bit aliased.

How can I "smooth" the image output of the distorted texture?
Multisampling the final render pass does not work, I think because there is no 
usefull Z buffer in that pass..


Cheers,
Torben

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