Curious why no hybrid MSAA/SSAA?

Colourless said:
Doing that breaks gamma corrected AA. 'Nuf said :)
In fact, it doesn't. "Gamma corrected AA" is gamma corrected downsampling, and this method doesn't affect downsampling at all.
 
Colourless said:
Doing that breaks gamma corrected AA. 'Nuf said :)
Could you explain how? Doesn't the card still do the final downsampling the same?

Also, could you modify the repeating geometry in your FSAA viewer so that we can see the effects of centroid sampling?

EDIT: Nevermind, I see you provided the source code. I'll give it a shot. And I see Xmas just brought up the same point about GCAA.
 
Ingenu said:
see colon said:
here's a pic of some alpha test errors in action...

Sorry, but to me it looks like a sorting issue. (Rendering stuff in the wrong order.)
Of course I might be wrong but if there's also transparency on the "ice", which I believe is the case, it really sounds like a sorting issue.

Yup, I agree. I spotted a few sorting errors in the demo and I was told that they (artists) didn't bother/forgot/chose not to* flag said surfaces/materials as "requiring sorting".

* A lot of the time you don't notice the errors; I only spotted significant problems in conjunction with particles -- rocket trails are a glaring example.
 
SteveHill said:
* A lot of the time you don't notice the errors; I only spotted significant problems in conjunction with particles -- rocket trails are a glaring example.
You'd think that rocket trails would be one of the easiest to sort correctly.
 
As to my comment about it breaking GCAA, it's a matter of Direct3D specifications. The hardware MUST average the subsamples when you use multisampling masking. It is not allowed to perform other post processing such as GCAA. I noticed this behaviour ages ago occuring within ATI's drivers and queried it and that is what I was told (by OpenGL guy?)
 
Colourless said:
As to my comment about it breaking GCAA, it's a matter of Direct3D specifications. The hardware MUST average the subsamples when you use multisampling masking. It is not allowed to perform other post processing such as GCAA. I noticed this behaviour ages ago occuring within ATI's drivers and queried it and that is what I was told (by OpenGL guy?)
That was what the old DCT kit required, not sure now. Anyway, if you use this algorithm in the driver, there's nothing to stop you from doing GCAA.
 
OGL guy, could you please share the answer to my centroid question? When using multisample masking, is the hardware capable of texture sampling at the centroid of only the enabled samples? Apologies if I'm sounding pushy.
 
Mintmaster said:
OGL guy, could you please share the answer to my centroid question? When using multisample masking, is the hardware capable of texture sampling at the centroid of only the enabled samples? Apologies if I'm sounding pushy.
It should work, but I've never tried it.
 
OpenGL guy said:
Mintmaster said:
OGL guy, could you please share the answer to my centroid question? When using multisample masking, is the hardware capable of texture sampling at the centroid of only the enabled samples? Apologies if I'm sounding pushy.
It should work, but I've never tried it.
Cool. If so, then Xmas' suggestion (draw alpha-tested objects multiple times with multisample masking) should work without the shifting. Or am I missing something?
 
Mintmaster said:
OpenGL guy said:
Mintmaster said:
OGL guy, could you please share the answer to my centroid question? When using multisample masking, is the hardware capable of texture sampling at the centroid of only the enabled samples? Apologies if I'm sounding pushy.
It should work, but I've never tried it.
Cool. If so, then Xmas' suggestion (draw alpha-tested objects multiple times with multisample masking) should work without the shifting. Or am I missing something?
I think I tried this idea before, can't recall why it didn't work. I'll have to look into it.
 
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