A technique to smooth the jagged edges of graphical shapes when rendering them.

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6
votes
2answers
3k views

How do I draw anti-aliased holes in a bitmap

I have an artillery game (hobby-learning project) and when the projectile hits it leaves a hole in the ground. I want this hole to have antialiased edges. I'm using System.Drawing for this. I've tried ...
7
votes
2answers
1k views

Enabling multisampling in Irrlicht?

I'm working on a little game that uses Irrlicht. I'm pretty new to Irrlicht and I was wondering how I could enable multisampling. The device driver is EDT_OPENGL initiated as such: IrrlichtDevice ...
1
vote
2answers
182 views

Why is antialiasing dependent on sampling?

I am thinking about the best ways to render two dimensional objects in the highest detail possible using modern graphics technology and it occurred to me that when I simplify a situation enough, I ...
1
vote
1answer
1k views

How would I go about using FXAA in XNA?

This isn't so much a "give me teh codez" as it is a request for the "right" steps to go through. I want to implement FXAA in XNA, but I'm a relative newb to the graphics side of game dev, so I'm not ...
0
votes
1answer
141 views

Problems in exporting terrain from autodesk 3ds

i am trying to make small counter strike sort of game and for the terrain part i have exported the terrain in 3ds format from Autodesk 3ds-max and imported the same in opengl using lib3ds. Its working ...
5
votes
2answers
1k views

Preventing XNA from anti-aliasing textures?

It appears that if a image is undersized for covering the model it's set to cover, it anti-aliases instead of stretches. How can I control this behavior?
3
votes
3answers
684 views

Problem in blitting a clean, crisp sprite

I am having a bit of a tooling problem...and I am unsure of how to solve it. I am currently using PyGame to try and write a simple Minesweeper clone, except my sprites that I made are hexagon based ...
5
votes
1answer
439 views

Line at edge of transparent texture on XNA mesh

I have a mesh that is computer generated with a texture on top of it with transparancy on one side. The SamplerState is set to LinearWrap because I would like the texture to wrap. The problem I have ...
3
votes
2answers
642 views

Trying to understand relatively simple normal map antialiasing paper

See this paper: ftp://download.nvidia.com/developer/Papers/Mipmapping_Normal_Maps.pdf They describe the very simple implementation of an algorithm for antialiasing normal maps. I don't understand ...