Ampere K. Hardraade wrote: > At the moment, is antialiasing applied to textures themselves?
Sort of. This is the purpose behind mipmapping and filtering -- avoiding aliasing effects in texture ("texel") space. > If so, what will happen if antialiasing is applied to the final > render/output instead? Nothing. The FSAA mechanisms on modern cards work in screen (pixel) space, for scene elements (triangle edges) that cannot be helped by the mipmapping mechanisms. Different tricks for slightly different purposes. Inside of a polygon, the FSAA tricks are mostly a noop and mipmapping is what you want. Andy _______________________________________________ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d