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Questions tagged [antialiasing]

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

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0answers
31 views

Smoothing runtime generated shapes edges with Monogame

I'm working on a game with the Monogame engine and I can't find a proper way to generate basic shapes with smooth edges, even after trying to dug all the Internet... Currently, I'm generating all my ...
1
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2answers
123 views

Godot: What options are there for removing the filtering or anti-aliasing from text

If I were to start making a pixel-art game with the Godot engine, what options do I have for removing the filtering or anti-aliasing from text? EDIT: I want to know how to remove the AA from ...
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1answer
137 views

Why does Unity heavily blur edges of a single cube despite 8x antialisaing

I was messing around a random project and everything was working perfectly, when all of a sudden jagged edges appeared on all objects. I've been trying to resolve this issue for the past two dails, ...
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0answers
49 views

Slick2D - Shaders and Antialiasing

I'm looking for a way to smooth anti-alias my game, especially while using scale and translate operations. While translating my images are tearing, regardless of image filter. I tried to : change ...
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0answers
101 views

Does Unreal Engine comply with Nvidia Control Panel settings?

I tried setting DSR (Dynamic Super Resolution) in Nvidia Control Panel (DSR - factors set to 4x and DSR - Smoothness set to 33%) to get better anti-aliasing quality in Unreal Engine 4, but as it ...
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1answer
152 views

Is there a maximum value of sample for Anti Aliasing in Unity?

In Quality settings, there is Antialiasing option with 2~8x sample range. I can change the sample by script like this: QualitySettings.antiAliasing = myAAValue; ...
1
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1answer
372 views

WEBGL antialias false to pixel art low resolution

I know this issue maybe repeated and seems to be very common but I searched first and did not find anything concrete. I am doing some test and playing around with pixijs. I created an stage 320x180 ...
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1answer
486 views

How do I enable FSAA in OpenTK?

All I could find about it is this question, but GraphicsMode alone doesn't enable anti-aliasing: ...
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1answer
606 views

How to draw smooth circle in Libgdx

I am trying to draw an circle to Libgdx which is created from Image not ShapeRenderer. But when I try to draw image to SpriteBatch it does not draw smoothly. I checked the image resolution and ...
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0answers
367 views

How do I set the UV coordinate from a texture value in HLSL?

I have a UV render pass, where RG is the image and B is always set to 255: I want to set the UV pass texture value to UV Coordinate; when I test it, the result should pixelate noise, like the below ...
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0answers
76 views

How to reduce weird polygon artifacts?

I wrote an application that takes an obj file, parses all the vertices, UV coordinates and normals, loads them into an OpenGL VBO and presents the model on screen. It works, but I'm getting annoying ...
6
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2answers
4k views

Is UI anti-aliasing broken in Unity 5.6?

I have a project that was started in Unity 5.5. When I open it in 5.6, most 2D graphics look like they're not anti-aliased: left is 5.6, right is 5.5 What you see there are UI ...
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0answers
298 views

Sampling procedural texture generated in shader?

We have a custom Unity surface shader which generates some procedural patterns. However we are getting very bad moire effects when the pattern frequency is too high (made worse by distance, surface ...
1
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1answer
44 views

Is there anyway to filtere a texture in glsl that turns stair like texels into smooth lines

I'm trying to filter a static, low resolution shadowmap. Unfortunatly, it doesn't look smooth, because of the way the default trilinear filtering works. It does have a smooth transition from light ...
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1answer
615 views

Is MSAA broken in Unreal 4.14?

I'm trying to use the new forward rendering with MSAA in GearVR, on a Galaxy S6. But there's definitely no antialiasing going on. At all. After a lot of time searching online and in the editor I ...
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0answers
125 views

Monogame: Texture anti-aliasing result in transparent edges

This is a follow-up question on a previous issue I faced with a game I'm trying to make. It's in a 2D isometric perspective and the levels are created from individual tiles. A simple 3x3 map can be ...
1
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1answer
377 views

Anti-Aliasing Issues in MonoGame

My anti-aliasing is not working in MonoGame. I'm not sure if I'm doing something wrong. See the image below (rotating the screen -- coordinates are all overlapping/adjacent, so should blend them): ...
1
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1answer
2k views

Cannot enable 4X MSAA Anti-Aliasing in DirectX 11

I am currently learning how to use DirectX11 but I am unable to use 4X MSAA. Here is my code (Since I'm just learning I haven't used any headers or classes, sorry for the messy code) If anybody can ...
2
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1answer
306 views

Anti-Aliasing Problem

So, I was annoyed by how the HUD for my GameState was very pixel-ated and I wanted to change that through the use of anti-aliasing. However, it works with a small exception: It adds all these lines ...
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0answers
158 views

Monogame + Render Target + antialiasing doesn't work

Is there any proper way to use antialiasing, while rendering to a RenderTarget2D and using Monogame? I do this: ...
2
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0answers
327 views

FXAA Shader turns image upside-down

I'm trying to use an existing FXAA shader for anti-aliasing, which works, but when I try to run it, the filtered image is upside-down (vertically flipped) ...
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1answer
57 views

Reset Opengl multisampling

I start using multisampling by doing ...
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3answers
3k views

Jagged Edges Even With Anti Aliasing 8x Multi Sampling

I have an interior scene where I have imported a model for the apartment and many of the interior objects such as lamps, windows, etc. Unfortunately I have a lot of jagged edges on almost all the ...
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1answer
96 views

FXAA Parameter Confusion

I have a question about the popular FXAA shaders that are out there written using HLSL or GLSL, and they all mainly feature these three parameters: ...
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2answers
3k views

MSAA/ CSAA / FXAA How to set the mode in OpenGL?

I'm learning OpenGL and something I am stuck with is AA. Specially when I want to turn it on and off at runtime. I know that I can set the samplecount when I create a FBO and blit it over to the final ...
18
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5answers
2k views

What is the graphical effect occurring to non-mipmapped distant textures called?

We all know about mip-mapping. It reduces texture quality when a texture is further away. Without mip-mapping, a texture appears to "flicker", like the top of the mountain here: Is there any ...
47
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4answers
15k views

What causes aliasing?

I always hear about aliasing and anti-aliasing and I know what it looks like but what I don't understand is what causes it. Is it a physical phenomenon? Or a numerical one? If it helps to explain, I ...
7
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1answer
738 views

How do I counteract FXAA blur?

FXAA is a cheap post processing anti-aliasing method which works great with deferred pipelines where traditional MSAA may not be a viable option. It's also easier to implement than alternatives such ...
3
votes
1answer
2k views

In MonoGame, how can I disable font anti-aliasing?

I am building a game with a "low resolution" aesthetic, so I would like to disable the default font anti-aliasing. The text is drawn using the built-in SpriteFont and SpriteBatch classes. Here is ...
4
votes
2answers
3k views

What is adaptive super-sampling?

I'm trying to implement anti-aliasing into a raytracer with super-sampling. What exactly is adaptive super sampling? I'm picturing it as just sampling all of the pixels which are on the edge of each ...
3
votes
1answer
3k views

How do mipmapping, anti-aliasing and anisotropic filtering contribute to rendering quality?

To my understanding, mipmaps exist to save on computations and memory when textures are far away. In an ideal world, we wouldn't want them. We'd just use the same high quality textures far away and ...
0
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1answer
183 views

What is the highest quality way to render warped text on Windows?

I need to render highly readable text, on par with DirectWrite+Cleartype+Truetype. The Cleartype system uses sub-pixel anti-aliasing. DirectWrite takes things a step further and moves letters around ...
0
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0answers
80 views

Multisampled Nearest Filtering in PS 2.0 is it possible?

My game involves blocky, pixelated 3D textures. When using nearest neighbor filtering with a texture sampler, I get the desired result of nicely pixelated textures -- with the caveat that hard lines ...
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3answers
4k views

How to correctly enable anti aliasing in XNA?

In my project when I add graphics.PreferMultiSampling = true; this line in the Game1 Constructor (as the msdn website suggests), anti aliasing does not enable. Any ...
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1answer
394 views

How to implement CMAA

First, here's the link to the actual article that describes CMAA and how to do it. https://software.intel.com/en-us/articles/conservative-morphological-anti-aliasing-cmaa-update My problem is that I ...
1
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0answers
415 views

Xna 2d texture antialiasing

I've got a problem with drawing 2D texture in xna 4.0. My program generates terrain texture: The problem is in rough surface of my texture (dark-blue) that is generated by-pixel. Is there any method ...
0
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2answers
331 views

Supersampling - Pixel color average calculation

I am currently trying to understand Supersampling. Wikipedia says (or at least Wikipedia tells me) that multiple color samples are taken from one pixel to calculate the final result. But to my mind ...
3
votes
1answer
3k views

Fighting aliasing on specular highlights

MSAA does a good job removing aliases on mesh edges, but it does not help with aliased specular highlights: Notice the aliased specular highlights on the doors and windows. I believe the reason for ...
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0answers
152 views

Render isometric TMXTilemap with antialiasing method

I'm currently working on a cocos2d-x project that uses isometric tile maps.all the tiles are as small as 64*64 px.So I have to scale the map up a little bit.TMXTilemap is handy but its render method ...
4
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1answer
2k views

Anti-Aliasing in OpenGL [C++]

I'm trying to make anti-aliasing work inside of OpenGL, here's what I've tried: ...
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1answer
7k views

Why is anti aliasing not being applied to my 2D objects in Unity?

I am drawing 2D objects in Unity. Some of these objects are drawn using the standard sprite method that is built into Unity. Others are computed as distance functions in a shader. In both cases I ...
4
votes
1answer
684 views

MSAA deferred implementation issue

I recently implemented MSAA in my deferred renderer, it looks good but I just got a feeling I might have done it wrong. Here is what for example the directional light fragment shader looks like: <...
2
votes
4answers
3k views

Why is anti-aliasing so slow?

I have always asked myself this, especially about x4 or x8 anti-aliasing. It seems that over the years, the algorithm has remained the same but needs more power than before due to improved game ...
1
vote
1answer
829 views

OpenGL - Disable Anti Alias

I can't find anything on how to hint to the driver to disable any antialias. I'm using a very minimal passthrough setup yet I notice my driver is still doing what looks like MSAA. I want to disable ...
2
votes
2answers
8k views

Anti Aliasing: How to implement supersampling in OpenGL?

I'm learning OpenGL by working on a small Oculus Rift project, which implies, anti aliasing is everything :). Since the application of the barrel distortion shader requires rendering to a framebuffer ...
1
vote
1answer
887 views

Shimmering, scrolling/panning a texture

Shimmering I understand shimmering in textures is caused by sub-pixel accuracy aliasing against the regular grid of pixels on the screen when drawn. I have a good example of it here, whereby I'm ...
1
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0answers
78 views

Multisampling Gamma Correction Problem

I have multisampled rendertarget where I use red channel as stencil data, but the problem is I get incorrect results around borders if "Antialiasing - Gamma Correction" is set to on in Nvidia Control ...
2
votes
1answer
1k views

AndEngine Font Issue

I am learning AndEngine. I am displaying Hello world using this code: ...
2
votes
1answer
625 views

Color bleed on voxel edges when using anti-aliasing

My Minecraft-like game uses a texture containing four block IDs in each pixel (RGBA). These IDs are used in the shader to determine what color each whole block should be. I'm having an issue with ...
1
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0answers
601 views

With 2 superposed cameras at different depths and switching their culling masks between layers to implement object-selective antialising:

We superposed two cameras, one of which uses AA as post-processing effect (AA filtering is cancelled). The camera with the AA effect has depth 0 and the camera with no effect has depth 1 as can be ...