Re: Non-MultiSample Anti-aliasing

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Timothy Moore (moore++at++WOLFENET.com)
Fri, 31 Jan 1997 14:34:58 -0800 (PST)


   From: "Angus Dorbie" <dorbie++at++bitch.reading.sgi.com>
   Date: Fri, 31 Jan 1997 19:27:21 +0000

   In general anti-aliasing isn't that big a problem for IMPACT for
   several reasons:

   1) trilinear MIP mapping and point sampled polygon edges mean you
   only need it where texture ID changes or you get a shilouette.
   2) You can use a wireline pass very effectively to get high quality
   blended edges in a scene and can control the load. The fill performance
   hit is manageable because it's wireline.

Cool idea.

   3) Soft edge blending alpha textures like tree lines mean you you never
   need it for blended alpha textures.

Don't you then need to depth sort these blended edge polygons? Also,
I thought that blending modes are pretty expensive.

Tim
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