• Advertisement

Archived

This topic is now archived and is closed to further replies.

Antialias

This topic is 5942 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

I''m trying to blit a bunch of images on top of eachother. However i would like to "antialias" the whole buffer. Is there any way to blur or "antialias" a surface after i''ve placed my images on it? I''m using dx8sdk and directdrawsurface7 and c++. .Pangplast

Share this post


Link to post
Share on other sites
Advertisement
This might be more than you''re looking for, but the EffectsBrowser from nVidia demonstrates how to do this with pixel shaders (although you could do it with texture stage states...)

Share this post


Link to post
Share on other sites
So you''re using DirectDraw...

You need to do all your "work" on a buffer that''s about two (or more for better quality) times the size of your backbuffer, and then you need to scale it down using bilinear interpolation, and blit that to the backbuffer. This is the kind of thing that 3d hardware, with its bilinear filtered textures, is great for. If you don''t want to do that, you''ll need to write a software routine to do it, probably in ASM using MMX if you want any kind of speed. If you are rendering geometric shapes like lines, then you won''t need to use supersampling; there are algorithms that can quickly draw antialiased lines, splines, etc.

Share this post


Link to post
Share on other sites
Fury: Bilinear interpolation? What''s that? Where can i read more about it? You do not simpy mean that i should blit a 40 x 40 screen to a 20 x 20 backbuffer and the blitter does this on automatic?

.Pangplast

Share this post


Link to post
Share on other sites

  • Advertisement