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Issue: Bad antialiasing algorithm #39

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WhiteBlackGoose opened this issue Feb 17, 2021 · 5 comments
Open

Issue: Bad antialiasing algorithm #39

WhiteBlackGoose opened this issue Feb 17, 2021 · 5 comments
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@WhiteBlackGoose
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image
image

🦆

@WhiteBlackGoose WhiteBlackGoose changed the title Pixels are still noticeable Issue: Pixels are still noticeable Feb 17, 2021
@MomoDeve MomoDeve added the bug Something isn't working label Feb 17, 2021
@MomoDeve MomoDeve changed the title Issue: Pixels are still noticeable Issue: No antialiasing Mar 15, 2021
@anishsingh935
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hi can you please me in this ,actually I am not getting this issue

@WhiteBlackGoose
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Hey. If you look at the green stripe, you can notice sharp dots/pixels, which should be smoother

@MomoDeve MomoDeve changed the title Issue: No antialiasing Issue: Bad antialiasing algorithm Apr 28, 2021
@MomoDeve
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To make it clear what we have in engine for now:
изображение
no antialiasing algorithm enabled - sharp edges
изображение
FXAA enabled - too blurry textures

@MomoDeve
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MomoDeve commented Apr 28, 2021

There is also a third option (which is actually the best) - use SSAA by manually increasing camera render texture. It is not implemented in engine as separate method, but can be coded in just a few lines:

Event::AddEventListener<WindowResizeEvent>("CameraSSAA",
    [controller](WindowResizeEvent& e) mutable
    {
        constexpr size_t scaleSSAA = 2;
        controller->ResizeRenderTexture(e.New.x * scaleSSAA, e.New.y * scaleSSAA);
    });
// comment the line below in your code, as it resizes render texture to window size
// controller->ListenWindowResizeEvent();

изображение
SSAA 2x enabled - much less visible deffects.
It is quite a good antialiasing algorithm, but it requires much more pixel processing power, so I can not recommend using it for fullscreen applications.

@anishsingh935
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Hey. If you look at the green stripe, you can notice sharp dots/pixels, which should be smoother

OK I understood thanks

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