New features AlphaToCoverage and PerObject AA

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hybrid
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New features AlphaToCoverage and PerObject AA

Post by hybrid »

I've recently added some new features to Irrlicht (SVN trunk, aka Irrlicht 1.6). Two of them are not very well supported by older gfx cards, hence I have not too many ways to test them. So it would be good if some of you could test them.
The two new features are Alpha to Coverage and per-Object Multisampling. The SMaterial element AntiAlias became an enumeration in trunk, holding the following values:

Code: Select all

        enum E_ANTI_ALIASING_MODE
        {
                //! Use to turn off anti-aliasing for this material
                EAAM_OFF=0,
                //! Default anti-aliasing mode
                EAAM_SIMPLE=1,
                //! High-quality anti-aliasing, not always supported, automatically enables S
IMPLE mode
                EAAM_QUALITY=3,
                //! Line smoothing
                EAAM_LINE_SMOOTH=4,
                //! point smoothing, often in software and slow, only with OpenGL
                EAAM_POINT_SMOOTH=8,
                //! All typical anti-alias and smooth modes
                EAAM_FULL_BASIC=15,
                //! Enhanced anti-aliasing for transparent materials
                /** Usually used with EMT_TRANSPARENT_ALPHA_REF and multisampling. */
                EAAM_ALPHA_TO_COVERAGE=16
        };
As you can see, the value is actually an OR'ed value of all enabled things. Anti-Aliasing is using the lower 4 bits, and A2C has value 16.
The most important things are to test whether one can switch on and off multisampling on distinct nodes of a scene (by toggling bit 1, best is to keep all others off).
The other interesting point is which system can use Alpha to Coverage. This should be tested with TRANSPARENT_ALPHA_CHANNEL_REF materials. I have an example application with a fence mesh, but I have to check the copyrights on the meshes before I can publish them. So if someone else has a nice fence mesh (that's best to test with), or jsut test it otherwise... Some hints on the D3D implementation of this extension are also appreciated.
christianclavet
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Joined: Mon Apr 30, 2007 3:24 am
Location: Montreal, CANADA
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Post by christianclavet »

You can use my mesh from my metro level, all was done entirely by me. But there only transparent reflective surfaces.
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