Re: Non-MultiSample Anti-aliasing

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Angus Dorbie (dorbie++at++bitch.reading.sgi.com)
Mon, 3 Feb 1997 10:19:03 +0000


On Feb 3, 9:14am, Orad Hi-Tec Systems wrote:
>
> If we are willing to go to depth-sorted rendering, why is it necessary
> to do a wireline pass? The old "framebuffer alpha saturation blending"
> can be used. This is assuming the hw supports GL_POLYGON_SMOOTH mode,
> and alpha bitplanes in the framebuffer. I think both are true for the
> impact?
>

I was just talking about sorting transparent objects in the scene, against
opaque and perhaps against eachother.

There's a _vast_ difference between this type of sort and the kind of
polygon level sort required by the front to back rendering on the alpha
saturate full scene antialiasing you describe. There are also implications
for meshing the scene.

Cheers,
Angus.

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