![]() Now they are making posible to choose how many of each one developers want to use. Nvidia has been doing this with the CSAA mode for ages although with fixed color/coverage relations and I think Ati's CFAA mode is the same. ![]() Summarizing: color samples determine how many colors/objects are there to choose from and coverage samples determine how much of those colors are mixed up on the final result. this samples only take care of aproximating how much of the area belongs to object 1 and how much to object 2. The problem is that it is posible that the black object occupies 40%+ of the "pixel area" while only one color sample (25%) actually falls within it, so the resulting color (25% black) is not accurate, here is where a higher number of coverage samples come to the rescue. I.e with normal 4xMSAA where color and coverage sample number is the same (4 color&4coverage) if a pixel is between 2 different objects (let's say one is black and the other is white) and 2 out of 4 samples fall in the area that belongs to black object the final pixel will be "50% black", if only one falls in the black object "25% black" and so on. What they call Color samples are samples which are completely calculated, with all the color info + shaders + stencil/z, and coverage samples are samples whose purpose is to determine how much of the pixel belongs to which color.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |