Ofkafy, sfo tfhis mfodfem doefn't tfsaste sfo good.
Anyway, at least we're getting an education.
The tech report link Ryu provided supports that the GF3 FSAA is working on edges, but in a roundabout way it's working on edges:
Checking out further info, but one thing is sure about Voodoo5 FSAA and multisampling. It's now a matter of semantics. Voodoo5 takes multiple samples of the SAME SIZE image, hence many sites (including 3dfx at one time) called it multisampling.
-[Ch]ams
Anyway, at least we're getting an education.
The tech report link Ryu provided supports that the GF3 FSAA is working on edges, but in a roundabout way it's working on edges:
Here's the trick with multisampling: If a pixel is on the edge of a polygon, its sub-pixels probably "belong" to different polygons which comprise different objects in a scene—a lighter object in the foreground, say, and a darker one in the background. If so, the sub-pixels will have different color values—not because of multiple texture reads per pixel, but because one pixel sits in front of another due to overdraw. If this is the case, the GeForce3 will perform a blend on the colors of the sub-pixels to determine the final color of the pixel. Thus, the chip effectively antialiases polygon edges, but not surfaces or the textures mapped to them.
-[Ch]ams
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