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
This commit is contained in:
Rodolfo Osvaldo Bogado
2010-02-03 22:19:00 +00:00
parent d89c5dddcd
commit 090d7ec534
6 changed files with 106 additions and 163 deletions

View File

@ -64,15 +64,6 @@ namespace D3D
int SourceHeight,
IDirect3DPixelShader9 *PShader,
IDirect3DVertexShader9 *Vshader);
void drawFSAATexQuad(IDirect3DTexture9 *texture,
IDirect3DTexture9 *Depthtexture,
const RECT *rSource,
int SourceWidth,
int SourceHeight,
IDirect3DPixelShader9 *PShader,
IDirect3DVertexShader9 *Vshader,
int Intensity,
float DepthRange);
void drawClearQuad(u32 Color,float z,IDirect3DPixelShader9 *PShader,IDirect3DVertexShader9 *Vshader);
void SaveRenderStates();
void RestoreRenderStates();