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

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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
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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 ...
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votes
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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 ...
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 ...
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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: ...
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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 ...