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Antialiasing still broken
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Antialiasing still broken
07-26-2011, 08:43 AM
#51
Runo Offline
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I see. One more question: What is Full Scene Anti-Aliasing (FSAA)? I mean, what is the difference between normal AA and FSAA? Or is FSAA the normal AA? ^^
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07-26-2011, 10:07 AM
#52
NaturalViolence Offline
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What it actually means: Any method of AA that effects the entire scene. Most forms of AA fit into this category, edge detect and transparency AA do not.

But you'll never see it used that way.

How everybody uses it: As another way of saying SSAA (game developers also usually refer to it this way). Any time you see FSAA it's safe to assume it's SSAA.
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07-26-2011, 10:09 AM
#53
vortextk Offline
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I think in general it's hard to say what "normal aa" is. AA is anti-aliasing in general and is accomplished in many different ways.

As far as FSAA, it seems that it is just SSAA:
Wikipedia "Super Sampling anti-aliasing (SSAA),[2] also called full-scene anti-aliasing (FSAA),[3] is used to avoid aliasing (or "jaggies") on full-screen images."

This is a bit more console based, not completely, but was just written recently and talks about upcoming as well as recent games if you want to read it:
http://www.eurogamer.net/articles/digital-foundry-future-of-anti-aliasing

I understand less than I would like about all of this, but like I said before I love learning more, it's interesting.
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07-28-2011, 11:35 AM
#54
Runo Offline
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I see, thx for your time folks Tongue
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07-28-2011, 01:25 PM
#55
NaturalViolence Offline
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Keep asking questions, give me something to do in between coding tomorrow.
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07-29-2011, 08:22 AM
#56
Runo Offline
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I don't know, this matter seems to extend to several directions, what should be next, in order of relevance? Other kinds of AA or looking further into the ones you mentioned before?
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07-29-2011, 09:57 AM
#57
NaturalViolence Offline
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You're asking about what to ask about?

Just keep reading about it. When you come across something you don't understand or that you have a question about write it down and post it. I probably won't be able to start working on my site again for a few weeks.
"Normally if given a choice between doing something and nothing, I’d choose to do nothing. But I would do something if it helps someone else do nothing. I’d work all night if it meant nothing got done."  
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07-29-2011, 10:20 AM (This post was last modified: 07-29-2011, 10:58 AM by Runo.)
#58
Runo Offline
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(07-29-2011, 09:57 AM)NaturalViolence Wrote: You're asking about what to ask about?

Just keep reading about it. When you come across something you don't understand or that you have a question about write it down and post it. I probably won't be able to start working on my site again for a few weeks.

yup ^^

Okay, thanks

EDIT: This could be interesting Tongue
I was reading when I came across this: http://software.intel.com/en-us/articles/mlaa-efficiently-moving-antialiasing-from-the-gpu-to-the-cpu/

If I understood correctly, it's one of those edge detecting algorithms you told me about:

Gear tower scene with MLAA and the ”show found edges” option enabled:
[Image: 37402]

This article seems very good and talks about a lot of things you told me earlier in this thread Smile

It says that MSAA has "Incompatibility with deferred lighting, which is used more and more in real-time rendering", what the hell is this?
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07-29-2011, 11:59 AM
#59
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Quote:It says that MSAA has "Incompatibility with deferred lighting, which is used more and more in real-time rendering", what the hell is this?

....it's complicated. And because it's so complicated I really don't feel like spending days writing out a lengthy explanation so in this instance I'll just give you some links instead:

http://www.gamedev.net/topic/424979-forward-vs-deferred-rendering/
http://graphicrants.blogspot.com/2008/08/deferred-rendering.html
http://en.wikipedia.org/wiki/Deferred_shading
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07-30-2011, 12:30 AM (This post was last modified: 07-31-2011, 04:24 AM by Runo.)
#60
Runo Offline
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Thanks Wink

I have a question that isn't about anti-aliasing but since you've been answering my questions in this thread and you'll probably know the answer, here is it:

I had the source code to a program that uses the GLUT library. I wanted to compile it, so I googled it and what I found was a package with 4 files:
glut.h
glut.def
glut32.dll
glut32.lib

So I was able to compile it by putting glut.h and glut32.lib in the program directory and adding glut.h as a header file in the vs project. if I understand right, glut.h is the header file of course, glut32.lib is used for linking (which links all the objects compiled into my program) and as this is a dynamic library glut32.dll must be in the exe directory by default because it is the runtime file.

The thing is, I had to change the include instruction, from <> to "", because I was using the library as an external library, so there are my doubts: 1- Where and what files should I put to make this library be able to be included in any program I make, using <> (How do I install a library into my computer)? 2- I see many sdks and libraries which there is only its source code to download in the internet, but if I compile a library won't I get only the dll file? 3- What the hell is glut.def for?

Sorry for the noobness but every thing that I readed so far taught only the coding part of c++, but Im coming to a point where I can't make progress if I dont understand what VS is doing.. Smile
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