Antialias

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2 comments, last by pangplast 22 years, 5 months ago
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
Screenshos of "Humanoid invasion": http://humanoid.vaultcity.org/
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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...)
Author, "Real Time Rendering Tricks and Techniques in DirectX", "Focus on Curves and Surfaces", A third book on advanced lighting and materials
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.
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
Screenshos of "Humanoid invasion": http://humanoid.vaultcity.org/

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