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Re: Anti-aliasing, never written a shader before
[Re: Joey]
#249716
02/03/09 20:40
02/03/09 20:40
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Joined: Jul 2001
Posts: 6,904
HeelX
Senior Expert
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Senior Expert
Joined: Jul 2001
Posts: 6,904
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anti-aliasing is not done in shaders. you could still do some blurring with a post-processing shader, but you'd need a7 for that. i'm not sure if there are some kind of per-object blurring shaders - maybe with a vertex shader similar to one of the fur shaders. Why not, just render everything bigger in a target and run a postprocessing shader that scales it down to the selected resolution with a sophisticated algorithm.
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Re: Anti-aliasing, never written a shader before
[Re: Joey]
#250806
02/09/09 21:25
02/09/09 21:25
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Joined: Apr 2008
Posts: 235 TEXCOORD3
Foxfire
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what I do is simple: 1) post-process the view and output the depth outlines 2) blur the previous stage only where there are outlines
its simple and relativley cheap (almost as cheap as hardware AA if you do it right) you can also save speed by rendering to a 1 channel only texture for part 1.
-Mike-
http://www.groundtacticsgame.com/Alienware m17x R Custom laptop specs: Intel Core 2 Extreme Quad CPU Q9300 2x Nvidia 280GTX 2GB vram 6GB ddr3 memory@ 1333Mhz 512GB SSD 1200p 17' screen runs Crysis Warhead on max settings at 1200p at 90 fps
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Re: Anti-aliasing, never written a shader before
[Re: Foxfire]
#250807
02/09/09 21:29
02/09/09 21:29
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Joined: Apr 2008
Posts: 235 TEXCOORD3
Foxfire
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Btw, rendering into a screen much larger than say 1440x900 is LETHAL to framerate, especially when rendering color (you can get away with about twice the size if you use a shadow map texture with colorwriteenable set to false) This is mainly because most current hardware is not set up to handle this many pixels at once and must parce the rendering job out over additional passes automatically in run time.
http://www.groundtacticsgame.com/Alienware m17x R Custom laptop specs: Intel Core 2 Extreme Quad CPU Q9300 2x Nvidia 280GTX 2GB vram 6GB ddr3 memory@ 1333Mhz 512GB SSD 1200p 17' screen runs Crysis Warhead on max settings at 1200p at 90 fps
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Re: Anti-aliasing, never written a shader before
[Re: Joey]
#250987
02/11/09 03:31
02/11/09 03:31
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Joined: Feb 2006
Posts: 2,185
mpdeveloper_B
Expert
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Expert
Joined: Feb 2006
Posts: 2,185
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anti-aliasing is not done in shaders. you could still do some blurring with a post-processing shader, but you'd need a7 for that. i'm not sure if there are some kind of per-object blurring shaders - maybe with a vertex shader similar to one of the fur shaders. That's not true, the view uses a false 3d plane to render from, and since you can do ppes by using and editing the render buffer then you would be able to make anti-aliasing the same way you could anything else.
- aka Manslayer101
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