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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glReadPixels() doesn't return an Anti-aliased picture

When I render my scene to the screen, the scene uses a _MultiSampling Anti-Aliasing 8x; it's ok. But I want to read to the pixel buffers through glReadPixels(), I have a Aliased-Image with Aliased lines. It doesn't use the 8x MSAA. Code:…
J. S.
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AccessibleObjectFromPoint is returning client object instead of check box

I am using Visual Studio 2017. I added two projects in a solution. One project is in C# with WPF. The other is in VC++ with ATL. From C#, I call a function in the VC++ project, which sets low level mouse hook. A part of the code in the low level…
Avinash
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Is MSAA broken in Unreal 4.14?

I'm trying to use the new forward rendering with MSAA in GearVR, on a Galaxy S6. But there's definitely no antialiasing going on. At all. After a lot of time searching online and in the editor I found the following variables which potentially could…
SaldaVonSchwartz
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How to sample a SRV when enable msaa x4?DirectX11

I'm learning dx11 from Introduction_to_3D_Game_Programming_with_Directx_11. Everything is ok without msaa. When I enable it, my .fx and C++ codes will not work well. Do someone experienced it too and how to deal with this situation? Before…
Jingz
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Creating a swap chain with MSAA fails

When I try to setup a swap chain with MSAA support I get an DXGI_ERROR_INVALID_CALL error - here is the code that creates the swap chain: // Describe and create the swap chain. DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {}; swapChainDesc.BufferCount =…
Vertexwahn
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Get the MSAA sample number inside pixelshader for OIT

I try to implement Order Independent Transparency on my own. It is like finished without one thing... As you can see in the picture below, the OIT with MSAA is some kind of wrong. I think it is because of the samples. because at each triangle edge…
Thomas
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Why am I running out of heap memory?

So I'm writing a raytracer in C++ using Jetbrains Clion IDE. When I try to create a 600 * 600 image with multisampling antialiasing enabled, I run out of memory. I get this error: terminate called after throwing an instance of 'std::bad_alloc' …
happy_sisyphus
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D3D11 Render to Texture Transparency/MSAA Issue

I had posted this on Gamedev, however, it's been a few days and no bites. I wanted to see if anyone has an idea what I've missed. Normally I'd post these as two questions, but I have a feeling they're intertwined. In short, I have a particle system…
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Activating Multisample on OpenGL Win32

I want to set up MSAA on an OpenGL context in win32 API. Everything is working fine, but the MSAA just doesn't want to activate. Here is my code for building the context: void Display::CreateGLContext(HWND hWND) { mHDC = GetDC(hWND); //get current…
dei.andrei98
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Weird result with MSAA

MSAA using OpenGL. I just drew a white sphere using 'glutSolidSphere' and filled black where 'dot(Normal, CameraVec) < threshold' for silhouette. And I found a weird result at the outline of the inner white circle. It looks like MSAA not worked. By…
Hyunan Kwon
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OpenGL how can I attach a depth buffer to a framebuffer using a multisampled 2d texture

How can I attach a depth-buffer to my framebufferobject when I use GL_TEXTURE_2D_MULTISAMPLE. glCheckFramebufferStatus(msaa_fbo) from the code below returns 0. From the documentation this seems to mean that msaa_fba is not a framebuffer, but it is…
Jens
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glGetTextureHandleARB subsequent GL_TEXTURE_2D_MULTISAMPLE Error

I want to use bindless textures and multisampling. But Strange stuff happens. My Texture that is supposed to be bindless: glBindTexture(GL_TEXTURE_2D, texResolve); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,…
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openGL - MSAA 16x and Texture filtering

I have problems with the render of a textured full screen quad when it´s enabled the MSAA 16x. The scenario is: create FBO with MSAA 16x (A) create FBO without MSAA to resolve the antialiased FBO (B) bind FBO-A with MSAA render fullscreen textured…
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MSAA UI Automation get_accChildCount Incorrectly Returning 0 for Infragistics UltraTree in Winforms

While working on automating an Infragistics UltraTree control in a C# Winforms application I found that the UltraTree implemented the AccessibleObject model (MSAA). I was able to successfully grab the IAccessible interface by putting the hwnd…
Chiune Sugihara
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Why does glDrawBuffer generate a GL_INVALID_OPERATION?

I have a Java application using OpenGL 3 through JOGL, and am trying to implement multi-sampling. I am following this tutorial, and so far, it seems to work, except for one line. When I call gl.glBackBuffer(GL3.GL_BACK), it generates a…
Ontonator
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