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Auxiliary Anti-Aliased Rendering


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Would it be technically possible - by modification of our UNIGINE source code - to activate anti-aliasing also for auxiliary render pass (e.g. by creating auxiliary buffer texture as multi-sampled) ?

 

We would like to combine auxiliary texture and screen texture within composite shader, but auxiliary aliasing causes artifacts especially at fine edges (e.g. roads)

 

post-82-099995500 1289404163_thumb.jpg

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Auxiliary buffer has multisampled format but composite shader samples only first sample of auxiliary buffer. We can have access to all auxiliary samples under modern OpenGL or Direct3D10+. Light scattering shader uses same approach.

Try this attached file. This modification will be available in next SDK update also.

fragment_composite.shader

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