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