A technique to smooth the jagged edges of graphical shapes when rendering them.
3
votes
0answers
79 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
66 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 ...
2
votes
0answers
60 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 ...
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
0answers
108 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: ...
1
vote
0answers
67 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 ...