![]() Secondly, the article says "To compute a jitter offset in terms of pixels, divide the jitter amount by the dimension of the object coordinate scene, then multiply by the appropriate viewport dimension".Does this mean I need to be constantly moving the same line extremely quickly, or drawing the same line multiple times? The article states "One straightforward jittering method is to modify the projection matrix, adding small translations in x and y". First of all, I'm unsure on the entire concept of implementing FSAA here. ![]() I have read this page on the subject but I'm struggling to understand how I could implement it. The first possible solution I have found is Full Screen Anti-Aliasing. I have done some research, however I'm stuck on how to implement my own AA. I'm currently using OpenGL on Android to draw set width lines, which work great except for the fact that OpenGL on Android does not natively support the anti-aliasing of such lines. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |