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Anti-aliasing on an RTT

Posted: Thu Oct 19, 2006 8:46 pm
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.

Posted: Thu Oct 19, 2006 9:28 pm
by JP
What dimension is your RTT?

Posted: Mon Nov 13, 2006 8:24 pm
by vnguyen
512x512

Posted: Mon Nov 13, 2006 9:01 pm
by JP
Hmm should look ok in 512x512 i would have thought

Show us some screenies :)

Posted: Mon Nov 13, 2006 11:38 pm
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

Posted: Tue Nov 14, 2006 1:21 pm
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.