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a lot of people don't get convinced by my "Pseudo-antialiasing " effect and is true is not near the quality of the true effect so :)
true antialiasing using supersampling: 3 modes implemented: 2x = is a one and a half samples supersampled buffer with a linear texture fetch, this produce a similar result of a 2x MSAA 4x = four samples with a aligned texture fetch in the center of the 4 samples, this produce a little best effect that the first mode. 8x = is a four samples with a rotated grid fetching producing a nicer (really nicer in some cases) antialiasing. please test an let me know if you like this :) i remember to everyone that supersampling is expensive so don't complain in speed drops :) git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5006 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -64,15 +64,6 @@ namespace D3D
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int SourceHeight,
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IDirect3DPixelShader9 *PShader,
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IDirect3DVertexShader9 *Vshader);
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void drawFSAATexQuad(IDirect3DTexture9 *texture,
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IDirect3DTexture9 *Depthtexture,
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const RECT *rSource,
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int SourceWidth,
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int SourceHeight,
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IDirect3DPixelShader9 *PShader,
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IDirect3DVertexShader9 *Vshader,
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int Intensity,
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float DepthRange);
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void drawClearQuad(u32 Color,float z,IDirect3DPixelShader9 *PShader,IDirect3DVertexShader9 *Vshader);
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void SaveRenderStates();
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void RestoreRenderStates();
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