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Gallium3D Post-Processing, MLAA Nearly Ready
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What about MLAA 1.6? It should already be released but the MLAA site still have 1.5. Maybe it's closed source?
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Originally posted by Sidicas View PostI think it was ATI's equivalent of nvidia's TrAA (transparency Anti-aliasing).. For use on transparent textures..
http://www.bit-tech.net/hardware/gra...aa_explained/2
That would be (mostly) in hw, MLAA runs in shaders.
Will this have any applications outside of gaming?
To be more precise, how will this affect my GL accelerated desktop? What if I decide to use Qt's OpenGL renderer?
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Will this have any applications outside of gaming?
To be more precise, how will this affect my GL accelerated desktop? What if I decide to use Qt's OpenGL renderer?
David
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Originally posted by curaga View PostPlease define adaptive AA. A proprietary vendor solution?
http://www.bit-tech.net/hardware/gra...aa_explained/2Last edited by Sidicas; 16 August 2011, 04:43 PM.
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Originally posted by Azpegath View PostSo how is this functionality used? Is it in an OpenGL spec or is it any magic to it?
I think that the plan is to have an environment variable which does MLAA instead of MSAA when the game asks for the latter.
Can anybody explain how closely related MLAA is to Adaptive Anti-aliasing and how they're similar/different?
Isn't it a little backwards to have MLAA before MSAA?
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It isn't a part of any OpenGL spec, so games will not use it by default.
I think that the plan is to have an environment variable which does MLAA instead of MSAA when the game asks for the latter. This will give you antialiasing, but not the correct type.
Which might be good enough for many people, at least until MSAA gets implemented properly, and it will be a welcome alternative even then.
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So how is this functionality used? Is it in an OpenGL spec or is it any magic to it?
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Gallium3D Post-Processing, MLAA Nearly Ready
Phoronix: Gallium3D Post-Processing, MLAA Nearly Ready
One of the projects being worked on via X.Org / Mesa with the 2011 Google Summer of Code is morphological anti-aliasing (MLAA) support for Gallium3D / Mesa. Back in July there was MLAA code ready to be tested, but now the student developer behind this code, Lauri Kasanen, has published patches that add the post-processing infrastructure to Gallium3D. The work may soon be ready to be merged to master...
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