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#1 |
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Junior Member
Join Date: Mar 2007
Posts: 68
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Hi,
I am experiencing an issue due to MSAA, and I am not sure how to properly resolve it. What I am doing: - render the scene normal objects using two full size render targets: - RT_col = color RT - RT_camZ = camera depth (camera Z) - resolve RT_camZ to a non-MSAA texture (RT_camZ_no_aa) - set a 1/2 screen size render-target (RT_col_half) - bind "RT_camZ_no_aa" as a texture - render the particle system to this render target, and use the ps load() instruction to sample "RT_camZ_no_aa", compare this with each particle fragment cam_Z_depth (computed by VS and passed to the PS stage) to compute fragment opacity - finally blit "RT_col_half" on the main full size color RT (RT_col) this allows me to save some bandwith/fillrate when rendering the particle system. However, I am experiencing some issues at the edges of the normal objects, see the screenshot below (red sections): ![]() I am not completely sure how I could resolve this, any idea ? I guess this has to do with MSAA, but I have no idea how to properly solve this !! Thanks for your help ! Greg |
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