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Anti-Aliasing #125339
04/20/07 22:21
04/20/07 22:21
Joined: Mar 2007
Posts: 3
F
FXYi Offline OP
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FXYi  Offline OP
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When I look at alot of screenshots of games made with GS, I notice the long straight edges of models look jagged instead of straight. Can this be fixed by an anti-aliasing technique using shaders?

Is there another way to fix this, not using shaders?

Maybe there is a nother name for this. I hope this is the right forum since I really don't know where to begin.

(first post! )

FXYi

Re: Anti-Aliasing [Re: FXYi] #125340
04/20/07 23:06
04/20/07 23:06
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline
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xXxGuitar511  Offline
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SC, United States
Nope...

There is no shader, but I guess one would be possible.

And the anti-aliasing variable in 3DGS doesn't work...

You'd have to use a dll to change it, or manually from your graphics-card settings.


xXxGuitar511
- Programmer
Re: Anti-Aliasing [Re: xXxGuitar511] #125341
04/20/07 23:14
04/20/07 23:14
Joined: Mar 2007
Posts: 3
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FXYi Offline OP
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FXYi  Offline OP
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Here's a better descrition of what I'm talking about from Wikipedia:

"Object Based Anti-Aliasing

A graphics rendering system creates an image based on objects constructed of polygonal primitives whereby the aliasing effects in the image are reduced by applying an anti-aliasing scheme only to the areas of the image representing silhouette edges of the objects. The silhouette edges are anti-aliased by creating anti-aliasing primitives which vary in opacity. These anti-aliasing primitives are joined to the silhouetted edges, and create a region in the image where the objects appear to blend into the background. The method has some important advantages over the classical methods based on accumulation buffer since it generates full-scene anti-aliasing in two passes only and since it does not require the use of the additional memory represented by the accumulation buffer. Object-based anti-aliasing was first developed for the SGI Indy workstation at SGI and is the staple of the current Microsoft XBOX game machines."

I *think* this is what I'm seeing every time I look at any of the games made here. There are artifact "stairs" on the edges of models.

Re: Anti-Aliasing [Re: FXYi] #125342
04/20/07 23:39
04/20/07 23:39
Joined: Mar 2007
Posts: 776
Poor village - Poland ;)
tompo Offline
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tompo  Offline
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Posts: 776
Poor village - Poland ;)
Like xXxGuitar511 said...
GS doesn's support anti-aliasing yet
so you have to set aliasing on in graphic drivers in screen settings, and you can do in manually or by the dll funcion you'll include to your script.


Never say never.
Re: Anti-Aliasing [Re: tompo] #125343
04/21/07 02:10
04/21/07 02:10
Joined: Feb 2006
Posts: 2,185
mpdeveloper_B Offline
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mpdeveloper_B  Offline
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i think these things should be added in the future though, it should kinda be the basics for A7 i think


- aka Manslayer101
Re: Anti-Aliasing [Re: tompo] #125344
04/21/07 05:00
04/21/07 05:00
Joined: Oct 2003
Posts: 4,131
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Matt_Aufderheide Offline
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Matt_Aufderheide  Offline
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Quote:

and you can do in manually or by the dll funcion you'll include to your script.




You cant really enable anti aliasing in this way, because you need to recreate the d3d device.. A6 needs to do that.


Sphere Engine--the premier A6 graphics plugin.
Re: Anti-Aliasing [Re: Matt_Aufderheide] #125345
04/22/07 06:11
04/22/07 06:11
Joined: Jul 2005
Posts: 1,002
Trier, Deutschland
Nowherebrain Offline
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Nowherebrain  Offline
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Trier, Deutschland
Doesn't it re-initialize during a video switch?


Everybody Poops.
here are some tutorials I made.
http://www.acknexturk.com/blender/
Re: Anti-Aliasing [Re: Nowherebrain] #125346
04/22/07 19:04
04/22/07 19:04
Joined: Jan 2003
Posts: 4,615
Cambridge
Joey Offline
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Joey  Offline
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i'm not sure about that, but this might be an interesting aproach.

Re: Anti-Aliasing [Re: Joey] #125347
04/22/07 19:13
04/22/07 19:13
Joined: Jan 2004
Posts: 2,013
The Netherlands
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Excessus Offline
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Excessus  Offline
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The Netherlands
I remember reading a paper on this.. If I remember correctly, it's quite complicated, doesn't give much beter results than fullscreen AA and gives no real performance gains. Also, it is a patented technique..

Re: Anti-Aliasing [Re: Excessus] #125348
04/22/07 22:29
04/22/07 22:29
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
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PHeMoX  Offline
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Joined: Sep 2002
Posts: 8,177
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Currently a very small fullscreen blur is about the best fix I think. (no hassle with customers that can't figure out how to enable anti-aliasing in their video card settings) It will eat some frames, but it does improve the overall look.

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software

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