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Talk:Multisample anti-aliasing

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Interior of textures with high frequency suffer image quality if using MSAA

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This problem is addresed by the use of MIP levels in textures, effectively a pre-calculated form of anti-aliasing. Everyone knows about this and does this. 92.15.138.185 (talk) 21:36, 29 June 2023 (UTC)[reply]

The current text was changed to aliasing caused by a fragment program. But some textures are not fully alias free if the mipmaps were generated with a box filter for preserving sharpness, or the texture started out overly sharp like, for example, in Half-Life 2 with every pebble accentuated with a halo. S3 texture compression is equally applied to the smaller mips, and sometimes the texture looks better in full size if it contains many colors side by side, such as an image of a computer screen or a black/white/red road sign. -- J7n (talk) 19:27, 16 December 2024 (UTC)[reply]