about the multisample

vrmm

Newcomer
Multisample is good anti-alilaising technique. Could someone tell me where i coud find some soft implementation for this technique? In Mesa3d lib, I do not find this soft implementation.
I am eager to get the theory and soft implementation about this technique.
 
Here's a basic description:
- Compute pixel color as normal
- For each depth sample, color the ones that pass depth test with the computed pixel color

That's it.
 
You forgot to mention you upsample the geometry info right? giving you 4x the z-data, then when you render the pixel, you can decide if you want to take multiple samples based on the 4 z-samples you have for this pixel.

gah, im too tired to rememebr.
 
Dave B(TotalVR) said:
You forgot to mention you upsample the geometry info right? giving you 4x the z-data, then when you render the pixel, you can decide if you want to take multiple samples based on the 4 z-samples you have for this pixel.
*shrug* I did say "for each depth sample". But you're right, you need to upscale the depth data at the scan conversion level so you can determine which pixels have depth samples that are covered by the primitive.

The "4" you used only applies to 4x MSAA, of course.
 
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