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Update supporting antialias + render_target #179788
01/24/08 19:12
01/24/08 19:12
Joined: Aug 2005
Posts: 390
Florida
O
oldschoolj Offline OP
Senior Member
oldschoolj  Offline OP
Senior Member
O

Joined: Aug 2005
Posts: 390
Florida
It's a shame that I cannot use render_targets for pp effects, and fullscene antialias together.

My question is, why do they not work together?

I did notice something. If I bring up my ingame inventory, it has a seperate view that IS antialiased, even with the fullscene pp effects, is this because the shader only effects the view it is attached to?

If this is the case, wouldn't it then be possible to just render two views, one for the pp effect, and one for the antialiasing? Or just have a self-antialiasing effect?

Last edited by oldschoolj; 01/24/08 19:18.

you can find me with my face in the keyboard, unshaven, listening to some nameless techno tragedy, and hashing through code over a cold cup a stale joe. __________________________________ yours truly
Re: Update supporting antialias + render_target [Re: oldschoolj] #179789
01/25/08 13:00
01/25/08 13:00
Joined: Jul 2000
Posts: 27,986
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 27,986
Frankfurt
This will be possible in a future version through some software trick. At the moment, antialiasing does not work with render targets. There is no hardware reason for this, the reason is the way DirectX handles screen buffers.

Re: Update supporting antialias + render_target [Re: jcl] #179790
01/25/08 16:04
01/25/08 16:04
Joined: Aug 2005
Posts: 390
Florida
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oldschoolj Offline OP
Senior Member
oldschoolj  Offline OP
Senior Member
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Joined: Aug 2005
Posts: 390
Florida
Is there a chance that antialiasing can be done directly through the shader effect?


you can find me with my face in the keyboard, unshaven, listening to some nameless techno tragedy, and hashing through code over a cold cup a stale joe. __________________________________ yours truly

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