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Query Failed
tEd
Friday, June 24, 2005
Well the big downside of AtC right now is that it's not supported in d3d and it's not forceable in the driver.
Humus
Friday, June 24, 2005
The problem is that supersampling can't solve the problem in the general case. You don't want to average 4 binary values, you want to use one value interpreted directly. Otherwise you get problems with mipmaps. Supersampling doesn't solve that problem.
Alpha blending will always be best, but alpha-to-coverage doesn't need sorting and looks almost as good.
tEd
Friday, June 24, 2005
Humus , the SuperSampling tranparency AA is done with a sparsed sample grid and should look really good
Humus
Friday, June 24, 2005
Bj�rn, one of the reasons they haven't is because this feature doesn't exist in Direct3D. Very few games using OpenGL use alpha testing to any extent, so this feature haven't received the attention it deserves.
Mr.Pink, no it's not. "Transparency AA" seems more like an selective supersampling algoritm, which I guess will solve it, but be much more expensive and get lower quality.
Jan/CybeRUS, it seems you don't get any multisampling. When that happens alpha-to-coverage won't work. Make sure you're not forcing it off or force supersampling but lets the application decide what AA mode to use.
CybeRUS
Friday, June 24, 2005
Hi, it doesn't work on my Geforce 6800 GT and 77.72 driver.
Bug same as Jan
RejZoR
Friday, June 24, 2005
Looks damn nice! Especially first and third screenshot. You should name it Unhumus Engine 2
Jan
Friday, June 24, 2005
Hi there
It doesn't work on my Radeon 9700 Mobility (Catalyst 5.6). If Alpha-To-Coverage is enabled, the parts which should be transparent, are black, so i cannot see through the fence. With Alpha Test it works, of course.
Jan.
Mr.Pink
Thursday, June 23, 2005
Very good indeed!
Is this technique similar to "transparency AA" in new Gf 7800GTX?
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