ulf.schroeter Posted November 10, 2010 Share Posted November 10, 2010 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) Link to comment
ulf.schroeter Posted November 18, 2010 Author Share Posted November 18, 2010 @UNIGINE Any short comment if this is technically possible ? Link to comment
frustum Posted November 18, 2010 Share Posted November 18, 2010 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 Link to comment
ulf.schroeter Posted November 18, 2010 Author Share Posted November 18, 2010 This modification will be available in next SDK update also. thanks Alexander, very good ! Link to comment
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