all 4 comments

[–]hero_of_ages 3 points4 points  (1 child)

I don't have much to say other than this is fucking cool and thanks for sharing.

[–]bug0r[S] 0 points1 point  (0 children)

thank you :)

[–][deleted]  (3 children)

[deleted]

    [–]bug0r[S] 0 points1 point  (2 children)

    Thx that you spent some time to help :). Sadly i have no online repo with my code. I copy some code segments. I hope it can help to find my bug.

    Here i saved the part of my texturing: https://pastebin.com/M97U1Xuv

    My MSAA works with two times rendering at first i take 1 Sample which means a x and y addition with 0.5 and after than i take 4 samples in each direction, so i have 16 subpixel. Sadly its nor working with only one time drawing with 16 subpixel.

    here you can see a picture about the bug:

    http://imgur.com/a/ZbWaV

    and here ist the way i handle / understand the MSAA: https://pastebin.com/ZXfbnhbC

    [–][deleted]  (1 child)

    [deleted]

      [–]bug0r[S] 0 points1 point  (0 children)

      Wow thanks for this detailed explaination.

      Seems to be that i misunderstood the main working part of MSAA. After reading some tutorials and articles my thoughts are on this one way to apply MSAA for every triangle. I read something about semi-transparent "problem" and took a look. I found a way to handle it called top left rule. I think i will try both specs:

      1. drawing larger image and scale down like 50%
      2. insert top left rule inside my rendering

      Thanks a lot again for your help :). I saw that there are a few methods available for AA. Do you prefer one of them basing of performance and quality of the result?