Views: 6,864,328 Homepage | Main | Rules/FAQ | Memberlist | Active users | Last posts | Calendar | Stats | Online users | Search 04-20-24 03:38 AM
Guest:

0 users reading Antialiasing: how the hell does it work?? | 1 bot

Main - Development - Antialiasing: how the hell does it work?? Hide post layouts | New reply


Arisotura
Posted on 08-21-17 07:37 AM Link | #319
Let's see...


* Anti-aliasing is a separate rendering pass, presumably done after edge marking and fog.

* Edge marking is done before fog -- marked edges don't stand out in fog.
* Fog is applied to the final frame.

* Anti-aliasing only works for the topmost polygon pixels. Suppose you're drawing two identical polygons with different colors, A over B. A's edges are antialiased against B. B gets no antialiasing.

* In the case above, you can insert a translucent polygon (C) between A and B and it renders "properly" -- A is antialiased against C blended with B.


BUT


You can draw a translucent polygon (or even several) over an antialiased polygon, and it still gets antialiased properly -- the antialiasing is somehow applied before the blending.

No idea how this shit can work.

____________________
Kuribo64

Arisotura
Posted on 08-21-17 04:26 PM Link | #320
An idea I just had is that when rendering a translucent polygon, it's blended against both top and bottom pixels, but doesn't push any pixel down.

Would explain how it comes out correct in all cases.

____________________
Kuribo64


Main - Development - Antialiasing: how the hell does it work?? Hide post layouts | New reply

Page rendered in 0.025 seconds. (2048KB of memory used)
MySQL - queries: 28, rows: 79/79, time: 0.015 seconds.
[powered by Acmlm] Acmlmboard 2.064 (2018-07-20)
© 2005-2008 Acmlm, Xkeeper, blackhole89 et al.