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114

The accepted answer is not strictly correct, although it addresses the most common usage in computer graphics. Aliasing is a fundamental concept in signal processing and the mathematical theory of it predates computer displays. It is also not really true that "it is a side effect of the fact that pixels are square". Aliasing exists any time you discretely ...


65

Adding to the other two answers, here is a more intuitive explanation of what happens. The grid squares represent pixels. The red polygon on the left is the shape being drawn, represented internally as a sequence of points. When it is rendered, it is converted from a list of points to a buffer of pixel colors. The discrete sampling determines which pixels ...


57

Is it a physical phenomena ? or numerical ? This question sorta implies to me that you don't actually know what aliasing/anti-aliasing means. I mean, you say you "know what it looks like" but if you actually knew what the terms mean, you'd probably realize your question is nonsensical. Aliasing is a side-effect of how computer graphics are rendered, and ...


7

Best practices: One central loop in main / rendering thread which also handles sound, network buffering etc. - basically, this centralises communication with OS and other threads. All processor-intensive tasks (for example, mesh building, AI, physics) may be submitted ad-hoc, in bite-sized work units, to existing worker threads. These threads are kept ...


2

Actually the author of Ink wrote a blog post explaining just that ! He is using Game Maker "surfaces" which are I think the equivalent of Framebufer Objects with color texture attachments in OpenGL.


1

It is difficult to answer these questions with much clarity because they are conceptual and the concept applied to each of these could be widely different depending on the engine and needs of any particular game. So I'm going to try to be fairly general. 1. Scene Manager The scene manager keeps track of the scenes in a game, allowing to switch between ...


1

In signal processing field, aliasing refer to the misidentification of signal frequency. For example, due to the lack of the adequate consideration in under-sampling step it may lead to the generating errors and distortion. It can be generalized to the 2D discrete signal such as an image.


1

After another hour of researching and trying I finally solved the problem. As Shiro suspected it was not the rendering code that causes the problem. I tried it with models from which I know they worked for other projects and they were drawn just fine. So I began to search for issues with the lamp model itself. With the current Blender exporter, there is no ...


1

This projection matrix should do the trick: .tg {border-collapse:collapse;border-spacing:0;} .tg td{font-family:Arial, sans-serif;font-size:14px;padding:10px 5px;border-style:solid;border-width:1px;overflow:hidden;word-break:normal;} .tg th{font-family:Arial, sans-serif;font-size:14px;font-weight:normal;padding:10px ...


1

Some ideas: You could ignore the issue, and do what you're currently doing. Assuming those texture and shader comparisons are to OpenGL IDs (which are just integers), it's unlikely those checks are going to create a huge performance bottleneck. Comparison of integer values on modern CPUs is rather fast. Unless your profiler has told you this is currently a ...



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