Multisampling Anti-Aliasing
By Jordan Calderwood
This week I restructured the graphics system in order to implement multisampling anti-aliasing. It was a pretty straightforward task but it required me to create and manage a few new D3D11 objects including a new render target and depth stencil view. The system now renders to the offscreen render target and resolves using 8x multisampling and the results are fantanstic! All of the grid lines look crisp and the player's mesh is rounded and smooth. Here are some before and after pictures (you may have to zoom in to get the full effect...):
This week I restructured the graphics system in order to implement multisampling anti-aliasing. It was a pretty straightforward task but it required me to create and manage a few new D3D11 objects including a new render target and depth stencil view. The system now renders to the offscreen render target and resolves using 8x multisampling and the results are fantanstic! All of the grid lines look crisp and the player's mesh is rounded and smooth. Here are some before and after pictures (you may have to zoom in to get the full effect...):
with MSAA |
Without MSAA |
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