Jump to content
  • Advertisement
Sign in to follow this  

Custom AA shader

This topic is 3609 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

If I am performing a render technique that does not allow multi sampling on the users hardware (HDR, something involving FBO's) I was thinking of offering a fall-back to custom AA option. On possibility is to use a shader like this: (section 9.5 Antialiasing) http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter09.html here it mentions using an 'edge detect' phase to selectively blur possible aliased edges. but how Would I implement a 'Selective' Gaussian filter? Is this the best method? I've heard other people talk about custom AA filters, how could I do this? cheers

Share this post

Link to post
Share on other sites
Sign in to follow this  

  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!