Anti-aliasing on an RTT

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vnguyen
Posts: 3
Joined: Thu Oct 19, 2006 8:40 pm

Anti-aliasing on an RTT

Post by vnguyen »

Hi, I'm having an anti-aliasing problem when using RTT texture.

When I render the 3D model on the screen, it looks fine and it has anti-aliasing. However, when I render the 3D model to a texture and then render the texture to the screen, I don't notice the anti-aliasing anymore. I would expect the 2 rendering technique to yield the same result right? Can anyone provide me sone insight on this please.
JP
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Post by JP »

What dimension is your RTT?
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vnguyen
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Post by vnguyen »

512x512
JP
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Post by JP »

Hmm should look ok in 512x512 i would have thought

Show us some screenies :)
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vitek
Bug Slayer
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Post by vitek »

DirectX does not apply AA when doing RTT. If you apply that texture to an object and render that object, it will be the antialiasing will be performed at that time. If you really need a anti-aliased texture of the back buffer, you have to use StretchBlt.

I don't know about OpenGL, but that is the way it is with D3D.

Travis
Redemption
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Joined: Sat Nov 11, 2006 1:31 pm

Post by Redemption »

If you're not applying the texture to a mesh, and just showing it on screen, you might want to consider using a viewport instead, those do use AA if enabled.
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