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.
* 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.
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?)
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?)
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.
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.
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.
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?
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.
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?