[Algorithms] VP3 graphics bug picture
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From: Alain S. <sa...@pt...> - 2002-02-27 00:26:32
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Bob, My guess would be that this is a format misunderstanding between D3D and ATI Rage Pro. It looks perhaps like some cubes, but if you try to see the pattern you will notice that it is still the spherical form of the ball but drawn in a tiled way with the tiles swapped. Probably has to do with the way modern graphics cards adjust rendering order to improve cache performance (I'm not sure there, though, I'm new to 3D graphics). But you can also see that the antialiasing is drawn in a second pass, and not as an alpha-texture, but as a specialised software rendering. There are some algorithms out there that approximate a real antialiasing in a very fast way, for example as some sort of Bresenham type algorithm, where you accumulate an error per pixel (Just check for Bresenham lines and Wu antialising on the net if you don't know what the hell I'm talking about ;). Thanks for the pic, it probably answered more questions than the discussions on the list. Alain |