You are close. If multisampling was active then it was causing some halos (and performance lost), now you have to found your other source of halos.
In my engine I use this in the vertex shader of my directional light: output.position.xy += halfPixel;
Read this: http://drilian.com/2...-texel-offsets/
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#1jischneider
Posted 29 April 2012 - 07:51 AM
You are close. If multisampling was active then it was causing some halos, now you have to found your other source of halos.
In my engine I use this in the vertex shader of my directional light: output.position.xy += halfPixel;
Read this: http://drilian.com/2008/11/25/understanding-half-pixel-and-half-texel-offsets/
In my engine I use this in the vertex shader of my directional light: output.position.xy += halfPixel;
Read this: http://drilian.com/2008/11/25/understanding-half-pixel-and-half-texel-offsets/