Questions tagged [antialiasing]

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

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How to smooth out jagged stair step edges between polygons?

Working on a simple board game. The game renders the board with jagged lines. The models were built in Blender. Everything is .obj. The White part and the border are separate objects. I've tried ...
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How to implement MLAA (like SIMD-based approach by Intel)?

I'm looking for previously available public source code sample what was originally posted here https://www.intel.com/content/www/us/en/developer/articles/code-sample/morphological-antialiasing-mlaa-...
Tim's user avatar
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Sprite becomes blurry or jagged when camera zooms out

My game uses 2D sprites in a 3D environment, and I'm really struggling with my sprites' quality. I have high resolution vector art with clean linework created for my sprite. I'm exporting it as a .PNG ...
PayasoPrince's user avatar
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Multisample anti-aliasing not working with interior mapping

Multisample anti-aliasing is not working for rooms that I generated with interior mapping (see the picture below). Any suggestions why this is the case and how it can be resolved?
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OpenGL Multisampling doesn't work

I am trying to get the Antialiasing (multisampling) in OpenGL with SDL to work(as shown here), but the result doesn't change and I still get jaggy edges. Before rendering I call the following ...
TheBaum's user avatar
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How to enable anti-aliasing when camera zoom in libgdx

I develop a game where I draw some textures on the screen and want to zoom in and out the scene. I am using OrthographicCamera and when I zoom in, the textures ...
mishadr's user avatar
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How do I fix missing anti-aliasing in the Unity scene view and game?

Both the editor and the game seem to lack anti-aliasing even though quality is set to Ultra. I chose the "3D" project template when I created the project, so I am using the build-in render ...
pale_rider's user avatar
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Text Mesh Pro edges are not smooth when viewed by orthographic camera

I have a minimap camera (orthographic camera) which is rendering text mesh pro but the problem is the text edges are not smooth. Here is the screenshot: [ The camera orthographic rendering on render ...
Muhammad Faizan Khan's user avatar
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Unity UI's Image component renders without anti-aliasing?

I tried the sprite's import settings with point filtering, with billinear filtering, I also tried changing my canvas' UI Scale mode to Screen Space - Camera, but nothing seems to fix it. I also tried ...
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UI Sprite in Unity3D is badly drawn? (Possibly anti-aliasing problem)

I move a 28x42 Image, in a 11x17 RectTransform in Update, with anti-aliasing on, without compression, with point filtering. But sadly its visuals aren't smooth, it's flickery, even in a standalone ...
Tudvari's user avatar
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Where's Anti-Aliasing in LWRP?

In Unity 2019.2 -LWRP (lightweight render pipeline project) the default Game Output(Quality = High) is rendering with jaggies. Inorder to get a clear render ,while looking for the Anti-Aliasing ...
srt111's user avatar
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No AA support in Godot 3.1?

I'm using Godot 3.1.1 and just realized that there is no available AA options. According to some post, Godot 2 supports FXAA, but some reason it's took out from 3. So I try to get FXAA for Godot 3.1, ...
modernator's user avatar
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Update DXGI swapchain sample count without recreating swapchain in full-screen mode

I'm implementing the ability to tweak graphics settings in my application at runtime (resolution, refresh rate, v-sync, multisampling). It is possible to update the resolution, format and refresh rate ...
Abrar Borno's user avatar
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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 ...
Patapits's user avatar
3 votes
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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 ...
Kennichi Nitta's user avatar
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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, ...
AnimaVivens's user avatar
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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; ...
modernator's user avatar
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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 ...
salc2's user avatar
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How do I enable FSAA in OpenTK?

All I could find about it is this question, but GraphicsMode alone doesn't enable anti-aliasing: ...
Dmitry Fedorkov's user avatar
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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 ...
Abdullah Tellioglu's user avatar
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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 ...
ehsan wwe's user avatar
1 vote
0 answers
129 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 ...
MathuSum Mut's user avatar
6 votes
2 answers
10k 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 ...
frankhermes's user avatar
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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 ...
UpTheCreek's user avatar
1 vote
1 answer
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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 ...
user2741831's user avatar
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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 ...
SaldaVonSchwartz's user avatar
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258 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 ...
Rutger's user avatar
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1 answer
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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): ...
Locke's user avatar
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1 answer
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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 ...
Arjan Singh's user avatar
2 votes
2 answers
551 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 ...
BlueJet's user avatar
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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: ...
Arek's user avatar
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1 answer
557 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) ...
scottyp's user avatar
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Reset Opengl multisampling

I start using multisampling by doing ...
Charlie's user avatar
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2 votes
3 answers
6k 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 ...
Chris Klingler's user avatar
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1 answer
212 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: ...
MathuSum Mut's user avatar
4 votes
2 answers
6k 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 ...
simonides's user avatar
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18 votes
5 answers
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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 ...
joehot200's user avatar
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47 votes
4 answers
17k 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 ...
Kruncho's user avatar
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7 votes
1 answer
1k 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 ...
Fibbs's user avatar
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4 votes
1 answer
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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 ...
asafafas's user avatar
4 votes
2 answers
7k 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 ...
user2019587's user avatar
13 votes
2 answers
7k 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 ...
Jake's user avatar
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1 vote
1 answer
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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 ...
Sophit's user avatar
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0 answers
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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 ...
mklingen's user avatar
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1 vote
3 answers
8k 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 ...
dimitris93's user avatar
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0 votes
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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 ...
Fred Dufresne's user avatar
1 vote
0 answers
458 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 ...
Владислав Божко's user avatar
0 votes
2 answers
735 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 ...
cadaniluk's user avatar
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3 votes
1 answer
5k 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 ...
cubrman's user avatar
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1 vote
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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 ...
user51882's user avatar