A technique to smooth the jagged edges of graphical shapes when rendering them.
-1
votes
1answer
32 views
Anti-Aliasing in Java
In my game I want to have the different anti-aliasing option like: none, x2, x4, x8 and x16. I know that you can use anti-aliasing with Graphics2D in the way below bu is there any way that I can use ...
3
votes
0answers
83 views
OpenGL: Filtering/antialising textures in a 2D game
I'm working on a 2D game using OpenGL 1.5 that uses rather large textures. I'm seeing aliasing effects and am wondering how to tackle those.
I'm finding lots of material about antialiasing in 3D ...
3
votes
0answers
67 views
Custom sampling points for anti-aliasing
I'm trying to write an anti-aliasing shader in HLSL, but I can't find any way to rasterize at a custom point. (in between pixels on the screen, but not orderly like supersampling)
Is there any way to ...
3
votes
2answers
97 views
Screen effects and antialiasing
I have been working on a game for a while using glut for basic window creation.
I was rendering to an offscreen buffer so that I could implement various effects like screen bulging, motion blur, ...
0
votes
1answer
259 views
Anti- Aliasing a small image?
As you can see above, I have an image of a game I've been working on using Java. Using AWT I added the following:
public static void drawImageRotated(
Graphics2D g2d, BufferedImage img, ...
1
vote
0answers
113 views
How to achieve supersampling / anti-aliasing in pixel shaders?
I am trying to write a couple pixel shaders to apply to images similar to Photoshop effects. For example this effect: ...
2
votes
0answers
61 views
How does QCSAA actually work in nVidia GPUs?
I know the principles behind how QCSAA is supposed to work (as opposed to how, say, regular CSAA works) and subjectively after some testing I like the style it lends to the image enough that I'm ...
1
vote
0answers
68 views
Does the feature level affect multisampling?
I'm using DirectX 11 with the feature level 9_3 even though my computer could run 11_0, but I want to support older hardware as well.
I'm using CheckMultisampleQualityLevels to check whether multi ...
1
vote
2answers
709 views
How to draw a smooth circle in Android using OpenGL?
I am learning about OpenGL API on Android. I just drew a circle. Below is the code I used.
public class MyGLBall {
private int points=360;
private float vertices[]={0.0f,0.0f,0.0f};
private ...
1
vote
1answer
169 views
Kinds of anti aliasing? [closed]
I'm looking into the newer OpenGL's with GLFW, but I'm stuck in a decision. What kind of anti aliasing is the best, or something that makes it look real, not "real". I don't want the picture blurred, ...
1
vote
1answer
568 views
2D Mask antialiasing in xna hlsl
I have two texture2d , one of these is a mask texture and have 2kind color
and i use that for mask (filter) second texture2D
something like
float4 tex = tex2D(sprite, texCoord);
float4 bitMask ...
0
votes
1answer
118 views
Alpha From PNGs Butchered
I have a pretty vanilla Monogame game. I'm using PNG for all my sprites (made in Photoshop). I noticed that XNA is butchering the aliasing; no matter what I do, my graphics appear jaggedy.
Below is a ...
4
votes
1answer
387 views
How to make my simple round sprite look right in XNA
Ok, I'm very new to graphics programming (but not new to coding). I'm trying to load a simple image in XNA which I can do fine. It is a simple round circle which I made in photoshop. The problem is ...
5
votes
1answer
473 views
Smooth pixels while rotating sprite
I just started with andengine, so this maybe gonna be silly question.
How to make my sprites more smooth while I rotate them? Or maybe it because this is screenshot from tablet?
Thanks JohnEye it ...
4
votes
1answer
737 views
How do I use screen-space derivatives to antialias a parametric shape in a pixel shader?
In Valve's Alpha Tested Magnification paper, it mentions using "per-pixel screen-space derivatives" for doing anti-aliasing. My understanding is that this is the ddx and ddy intrinsic functions in ...
0
votes
1answer
108 views
GraphicsAdapter lacks a definition for CheckDeviceMultiSampleType
The MSDN is really confusing about this, with all their different versions of XNA jumbled together for my google results. All I want to do is find out, in XNA 4.0, what antialiasing modes are ...
0
votes
1answer
202 views
XNA Multisampling only for 3D
I am working on a game which consists of 3D elements and a 2D GUI. I have it working properly, but I want to enable multisampling for only the 3D parts, and not the 2D Textures. Otherwise, the GUI ...
2
votes
1answer
489 views
What does multisampling skip or improve? (so it can be faster than supersampling)
I never really fully understood this, or found an article which explained all the steps in a friendly way.
I'll start with what I do know already (which I hope do not contain misconceptions). I'm ...
2
votes
0answers
86 views
Tool for editing sprites contour pixel alpha value
I have seen that most games uses sprites that have a transparent contour, that is, the pixels that belongs to the contour of the object in the WxW sprite image is below 255. It is not perfectly ...
1
vote
1answer
247 views
How to calculate the viewing cone radius at a distance in raymarching?
I'm "raymarching distance fields" (proper lingo: sphere-tracing) in GLSL. To implement cone-marching atop of it (and also to minimize the number of raymarching steps regardless of whether ...
6
votes
2answers
1k 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 ...
1
vote
1answer
294 views
How do I clear up artifacts between aligned faces when using AA in XNA 4.0?
I'm working on a graphics engine that lets you walk around a world that is made up of cubes (voxel engine) and I'm having some difficulties getting the results I want.
I'm not the best at 3D ...
4
votes
2answers
785 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 ...
3
votes
1answer
842 views
Are shader-based antialiasing methods making traditional multisampling obsolete?
See an analysis of FXAA here, and the page for SMAA here
Now these methods have a drawback which is that they are not capable of improving quality in a physically accurate way, like multisampling ...
1
vote
2answers
157 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
665 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
106 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 ...
4
votes
3answers
415 views
Anti-Aliasing for a game
Having read about anti-aliasing I came to realise that I could render my scene 8X times the original size of the screen and then shrink it to render it on my original screen to improve the effect that ...
12
votes
3answers
6k views
full screen anti-aliasing in opengl
I want to do a full screen anti aliasing in opengl and dont want to use the anti-aliasing that is provided by opengl itself since I am building a game and want good effects in it. So can any one ...
5
votes
2answers
826 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
465 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
348 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
535 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 ...