WaltC said:I don't want you to think that I'm disagreeing with the basic statement, because I'm not. I was just stating that the example provided of Max Payne wasn't something in which I could see such artifacts. I have no reason to doubt Gabe or you...
That's ok - the artifacts in Max Payne were more subtle than I remembered them being. Like I said, it's probably dependent on the exact part of the game, and I may have seen a particularly good (or bad on this case) example of the problem. If you look at the 3DMark03 example that I gave you should see the problem much more clearly.
I'm still not clear on centroid texturing as defined by the API. I've read various reports that it isn't supported under DX9, and others that it is. Of course, if it isn't supported under DX9, my next question is obvious as to its inclusion in certain DX8-9 "compliant" software. What's the story?
Centroid sampling is not defined in the specification for Pixel shader 2.0. It is defined in the specification for Pixel shader 3.0 as an instruction modifier, so in pixel shader 3.0 you can declare which attributes are to be sampled at the centroid of the current fragment, and which ones at the center of the pixel. In order to expose centroid sampling through DX9 you have to have a Pixel Shader 3.0 part.