I know that Alpha Textures are not Antialiased (multisampling) but supposedly are (super sampling). Is this correct?
What exactly is an Alpha Texture, why doesn't FSAA work on them, and why are they even used?
madshi said:Thanks. And on which does MSAA work? (2) and/or (3) or none of them?
Hmmmm... So the edges are not smoothed by MSAA, but only because of the alpha channel? I'm not sure if I have understood that correctly. If you have an alpha channel like:Xmas said:in case 3 the edges are already smooth because of texture filtering.
No, because you have texture filtering. If you're sampling the texture at some point between the 0 and the 1, you get an alpha value between 0 and 1.madshi said:Hmmmm... So the edges are not smoothed by MSAA, but only because of the alpha channel? I'm not sure if I have understood that correctly. If you have an alpha channel like:Xmas said:in case 3 the edges are already smooth because of texture filtering.
0 0 0 0 0.2 0.4 0.6 0.8 1.0 1.0 1.0
This might be smooth and show no edges - but who is the smoother here? Is it only smooth because the alpha channel goes smoothly from 0 to 1? Or does MSAA effect the edges here? And if you have an alpha channel like this:
0 0 0 0 0 0 0 0 0 1 1 1 1 1 1 1 1 1
Will this behave identical to the (2) alpha test situation?
Not too difficult in many cases I imagine, but I guess it's hard to find a developer willing to modify an old game. Most newer games use alpha blending in those cases.madshi said:Ah, thanks!
How difficult would it be to patch existing games to use alpha blending instead of alpha testing? This would at once give us smooth trees etc in all games on both R300 and GeForce3+, right?
madshi said:Humus, so "alpha test" is restricted to fragment shaders only? Then why are the railings in CounterStrike not antialiased by MSAA? CounterStrike is so old, it surely doesn't use fragment shaders, or does it?
Thanks!