Questions tagged [msaa]

Multi Sample anti-aliasing (MSAA) is a type of anti-aliasing, a technique used in computer graphics to improve image quality.

Multi Sample anti-aliasing (MSAA) is a type of anti-aliasing, a technique used in computer graphics to improve image quality.

The term generally refers to a special case of supersampling. Initial implementations of full-scene antialiasing (FSAA) worked conceptually by simply rendering a scene at a higher resolution, and then downsampling to a lower-resolution output. Most modern GPUs are capable of this form of antialiasing, but it greatly taxes resources such as texture, bandwidth, and fill rate. (If a program is highly TCL-bound or CPU-bound, supersampling can be used without much performance hit.)

According to the OpenGL GL_ARB_multisample specification, "multisampling" refers to a specific optimization of supersampling. The specification dictates that the renderer evaluate the fragment program once per pixel, and only "truly" supersample the depth and stencil values. (This is not the same as supersampling but, by the OpenGL 1.5 specification, the definition had been updated to include fully supersampling implementations as well.)

In graphics literature in general, "multisampling" refers to any special case of supersampling where some components of the final image are not fully supersampled.

Source:http://en.wikipedia.org/wiki/Multisample_anti-aliasing

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Copying a non-multisampled FBO to a multisampled one

I have been trying to implement a render to texture approach in our application that uses GLES 3 and I have got it working but I am a little disappointed with the frame rate drop. So far we have been rendering directly to the main FBO, which has…
Boofish
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Can't enable MSAA in MonoGame

I want to enable/disable MSAA in runtime and in order to do that I have this function: GraphicsDeviceManager _graphics = new GraphicsDeviceManager(this) ... private void ChangeMsaaSetting(bool enable) { _graphics.PreferMultiSampling = enable; …
matt-pielat
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How to enable msaa on android app

I'm making app with android + ogre3d. I'm using FSAA property, but there is an ogre bug: when use externalWindowHandle and fsaa together, fsaa doesn't work. I'm using Surfaceview as a window for rendering. Now i've found android developer option…
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how to get the name and value of a GUI object in Python after click

I want to record a user scenario of a windows application. For this I want to retrieve/log the object type, the object name and the object value of GUI objects after a mouse click on the object next to a screen capture and the mouse position. I am…
Bill Bridge
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CheckMultisampleQualityLevels(...) says the card does not support MSAA (which is not true for e.g. my GeForce GTX 780)?

I use CheckMultisampleQualityLevels(...) to establish the MSAA support on my hardware. I do it in that order: D3D11CreateDevice(...) gives me device device->CheckMultisampleQualityLevels(...) Pass results to…
PolGraphic
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OpenGL multiple render targets and multisampling

I am having problems using explicit multisampling when using multiple rendering targets in OpenGL. I have 4 render targets (Position, Diffuse + opacity, Normal, Specular + exponent) that are rendered to during the initial geometry pass. These are…
sangwe11
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CSAA/MSAA and specular lights

I have implemented support for MSAA in some variations: It can use either context based (by calling wglChoosePixelFormatARB when setting up the context and passing an according parameter list to it) or by enabling MSAA rendering to FBO (creating a…
Bjoern
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OpenGL 3.3 MSAA deferred shading

From what I understand I can have automatic MSAA for deferred shading in OpenGL 3.3 by specifying multisample textures/renderbuffers when creating my framebuffer (at a high memory cost). Does this multisampling also have any implications on the…
KaiserJohaan
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Framebuffer is incomplete and throws error, but MSAA is still working

I'm programming on iOS using OpenGL ES and I'm trying to implement MSAA. I have succeeded in doing this. My screen comes out being anti-aliased. However, every frame the following string is logged to my output: "Failed to make complete framebuffer…
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How to access ms word text and its styles using MSAA api in python

From past 1 week i am searching for accessing ms word using msaa api in python, but i didn't get any info in python. So please help me on this. I want headlines in ms word doc using msaa api in python How to do this? I am getting headlines in normal…
Girish Ns
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Multisampled rendering to texture

I am working with the following architecture: OpenGL ES 2 on iOS Two EAGL contexts with the same ShareGroup Two threads (server, client = main thread); the server renders stuff to textures, the client displays the textures using simple textured…
Pontomedon
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Only use MSAA on edge pixels?

In OpenGL, is it possible to use multisample anti-aliasing only on edge pixels and sample each other pixel only once in order to improve performance? In other words, I want to treat edge pixels and non-edge pixels differently, and sample multiple…
HelloGoodbye
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Processing the full MSAA accessibility tree in C# returns nulls and ints

We want to process the complete accessibility tree of another process. Normally we do this in C++ but we would prefer to move to C#. We successfully start the process using AccessibleObjectFromWindow. We then successfully get the children of this…
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Built-in hardware anti-aliasing does not work with HDR rendering in Unity

The document of Unity 2021.1 said Hardware anti-aliasing does not work with Deferred Shading or HDR rendering, but this hint was removed at the documents of Unity 2021.2. so, what happened, what reason makes the hint come out and disappear for no…
uscq
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Try to Implement MSAA on DX12, but There's Format Error

I Modified every PSO's SampleDescs, Render Target's sampleCount and sampleQuality but there's D3D12 error. it says D3D12 ERROR: ID3D12Device::CreateGraphicsPipelineState: The specified sample count or quality is not supported with the render target…