Something new I'm trying to solve is aliasing of thin lines on an RTT. On low settings (AA = x4) a primitive white line of width 1 is showing oscillation of color from lighter to darker and width from thinner to thicker. I almost got it fixed by pushing my card all the way to AA x64 and increasing the line width to 2. After this change, it looks much better but the line is still slightly oscillating from thinner thicker. Dumping the alpha in both cases I can see that that's the reason for this oscillation. I know there are different and maybe even better strategies for AA lines. But I need to know why I'm seeing this artifact. If it's a known issue with graphic cards (or their drivers), or if it's an indication of a problem with my rendering pipe. Or maybe a limitation of the AA algo used. My scene doesn't have any lights and the materials have the lights turned off. Same for shadows. On a big display most people wouldn't even notice this issue. But I have a display that lets me zoom in on a subset of the full screen at x16 so that's when I see these issues. This becomes slightly more noticeable when the camera start moving and the line looks like it's shimmering a bit.
Code: Select all
m_RTTexture =
TextureManager::getSingleton().createManual(
"RttTex",
ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
TEX_TYPE_2D,
m_Width, m_Height,
0,
PF_A8R8G8B8,
TU_RENDERTARGET,
NULL,
false,
64
//, "Quality"
);
Thanks in advance
Win10 , OGL 3+, v1.10, Quadro K4000
Thanks in advance
Shem