"Blessed are the young, for they shall inherit the national debt."
- Herbert Hoover
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Query FailedStd
Saturday, September 3, 2011

Hello. I download framework3 .
i use Model::computeTangentSpace(const bool flat) or
Model::computeNormal(const bool flat) functions, generate normal and tangent, but always generate error normal.
part of coplanar normal has error.

I generate normal for sphere is ok.
bug use cube always existed part of coplanar normal error.

for every indices{
normal[indices[i]] += normalize(cross(v1-v0, v2-v0));
}

for every normal{
normal[every_normal].normalize();
}

could you tell me why?

Humus
Tuesday, August 30, 2011

No, not directly. I think perhaps with some special treatment it can be made to work, but I don't have any implementation of that. However, you could use SDAA to fill out a GBAA-style geometry buffer and then render alpha-tested stuff to that, and finally do a GBAA-style resolve.

crystallize
Tuesday, August 30, 2011

Does this technique allows alpha texture edges to be antialiased, like GBAA, or not?

Humus
Sunday, August 28, 2011

The DX10.1 is slightly faster due to the use of Gather(), which halves the number of texture fetches.

Ethan
Sunday, August 28, 2011

What is the difference between Dx 10 and 10.1?

drp
Tuesday, August 23, 2011

Awesome Humus! Congrats on the next-gen stuff too!

Humus
Monday, August 22, 2011

Yes, the slides are available here:
http://iryoku.com/aacourse/

Humus
Monday, August 22, 2011

Well, shader aliasing is a whole different set of problem. Yes, it is often at least as distracting as edge jaggies. A complete antialiasing solution needs to address both, but unless you are able to encode some additional information in the buffer I think shader aliasing is near impossible to solve as a post-process. I think that's better handled in the affected shader itself. Edge jaggies are possible to deal with in a post-step though, as have been demonstrated here and elsewhere.

As for alpha-test, the long-term solution is to switch to some form of OIT technique and blend properly.

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