This technique basically boils down to dithering alpha transparent texture edges. My question is, isn't this bound to produce horrible artifacting in some cases? Seems like you could end up with flickering stipple patterns on the edges of objects.
It seems like a nice addition to the next-gen card repetoire kinda like brilinear et al, but it doesn't seem to be a general purpose solution to the problem of aliasing in transparent textures, or under the function of fragment-kill or shader aliasing when using MSAA.
Also, GL_SAMPLE_ALPHA_TO_MASK has been in OpenGL for a long time. Have cards supported this functionality prior to G70/R520? And if so, why has no one ever used it?
It seems like a nice addition to the next-gen card repetoire kinda like brilinear et al, but it doesn't seem to be a general purpose solution to the problem of aliasing in transparent textures, or under the function of fragment-kill or shader aliasing when using MSAA.
Also, GL_SAMPLE_ALPHA_TO_MASK has been in OpenGL for a long time. Have cards supported this functionality prior to G70/R520? And if so, why has no one ever used it?