Found something potentially interesting In the NV30 OpenGL extensions document at:
http://developer.nvidia.com/docs/IO/3260/ATT/OpenGLforNV30.pdf
Page 13, slide at the bottom right hand corner, is titled "Fragment Program Partial Derivatives". On that slide, under the header "Applications", is listed "Anti-aliasing procedural shaders".
Can anyone shed light on this? I recall someone posting a link a few weeks ago to an acedemic paper that described a new AA method using derivatives. Think this slide is referring to hardware implementation of that AA method? Is this something that must be explicitly coded for in the application, or can this AA method be applied to existing games on the NV30?
Very detailed document altogether, with the following conclusion on the last slide: "OpenGL exposes all NV30 features. Well beyond even what DirectX 9 exposes".
http://developer.nvidia.com/docs/IO/3260/ATT/OpenGLforNV30.pdf
Page 13, slide at the bottom right hand corner, is titled "Fragment Program Partial Derivatives". On that slide, under the header "Applications", is listed "Anti-aliasing procedural shaders".
Can anyone shed light on this? I recall someone posting a link a few weeks ago to an acedemic paper that described a new AA method using derivatives. Think this slide is referring to hardware implementation of that AA method? Is this something that must be explicitly coded for in the application, or can this AA method be applied to existing games on the NV30?
Very detailed document altogether, with the following conclusion on the last slide: "OpenGL exposes all NV30 features. Well beyond even what DirectX 9 exposes".