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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Creating Accessible UI components in Delphi

I am trying to retrieve accessible information from a standard VCL TEdit control. The get_accName() and Get_accDescription() methods return empty strings, but get_accValue() returns the text value entered into the TEdit. I am just starting to try to…
Ostendo Nomen
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Artifacts when enabling 4x MSAA anti-aliasing on iPad / iOS

I've enabled 4x MSAA on my iPad OpenGL ES 2.0 app using the example on Apple's website. On the simulator this works well and the image is nice and smooth however on the device there are colored artifacts on the edges where it should be antialiased.…
paranoidroid
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Vulkan API : max MSAA samples supported is VK_SAMPLE_COUNT_8_BIT

I am writing Vulkan API based renderer. Currently I am trying to add MSAA for color attachment. I was pretty sure I could use VK_SAMPLE_COUNT_16_BIT ,but limits.framebufferColorSampleCounts returns bit flags that allow MSAA level up to…
Michael IV
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MSAA and vertex interpolation cause out-of-range values

I am using GLSL with a vertex shader and a fragment shader. The vertex shader outputs a highp float in the range of [0,1] When it arrives in the fragment shader, I see values (at triangle edges) that exceed 1.1 no less! This issue goes away if…
Bram
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openGL MSAA does not work on linux with nouveau drivers

Recently I have tried using MSAA (multisample anti-aliasing) under Linux. The result was surprising: everything worked like a charm with Nvidia proprietary drivers, however with nouveau drivers it does not work. The strange thing about this is that…
eviom
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Multisampling (MSAA) for DirectX11/DirectX10 with D3DImage shared resource

I am trying to get MSAA in DX11 using D3DImage, but is seems, it is not possible, since shared multisampling texture are not allowed, as stated here: http://msdn.microsoft.com/en-us/library/windows/desktop/ff476531(v=vs.85).aspx Actually, I use the…
DerPrzem
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Deferred MSAA Artifacting

This is the process I go through to render the scene: Bind MSAA x4 GBuffer (4 Color Attachments, Position, Normal, Color and Unlit Color (skybox only. I also have a Depth component/Texture). Draw SkyBox Draw Geo Blit all Color and Depth Components…
Calum McManus
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Can linear filtering be used for an FBO blit of an MSAA texture to non-MSAA texture?

I have two 2D textures. The first, an MSAA texture, uses a target of GL_TEXTURE_2D_MULTISAMPLE. The second, non MSAA texture, uses a target of GL_TEXTURE_2D. According to OpenGL's spec on ARB_texture_multisample, only GL_NEAREST is a valid filtering…
zeboidlund
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Using UI Automation, Winforms Button Invoking multiple times

I'm attempting to use the MS UI Automation Framework in my application for some automated testing. My goal for now is to listen to GUI events and record them, similar to the sample provided (TestScriptGeneratorSample) in the Windows SDK. Just using…
Patrick Quirk
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AccessibleObjectFromWindow returns an E_FAIL code

Please review the following code, which is supposed to connect to Excel currently running: #include #include #import "C:\Program Files (x86)\Common Files\microsoft shared\OFFICE14\MSO.DLL" no_implementation rename("RGB",…
Daniil Belonin
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When enabling MSAA, artifacts appear and texture lookups fail on edges

On the edges of my cubes, lines with RGBA 0, 0, 0, 0 appear as texture lookups on that position fail. I have colored the texture lookups that failed magenta in my fragment shader. Should I render to a texture first, bind it to a quad and perform the…
Z0q
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Multisampling and memory usage

The naive interpretation of multisampling would imply that, for instance, 8x MSAA would require a framebuffer that takes 8 times the space of a non-multisampled framebuffer, for all the duplicated samples. Since the latest video cards support even…
Dolda2000
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Click on IAccessible(MSAA) element without DefaultAction

I've been trying to create an automated test with MSAA on python using pyMSAA I faced with a problem when a button does not have DefaultAction b.accDoDefaultAction() Traceback (most recent call last): File "", line 2, in File…
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openGL render to texture in iPhone fails when MSAA is enabled

My render to texture iPhone code only works if I disable MSAA, otherwise all I get is a black texture. What could be the cause of the problem? Here is my code: glViewport(0,0, target->_Width, target->_Height); glClear(GL_COLOR_BUFFER_BIT Or…
user797443
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Post-processing individual MSAA samples in CPU

I'm interested in sub-pixel sampling my OpenGL renders around the edge silhouettes of my meshes for a computer vision task. I'm thinking of using MSAA to do it efficiently (but the application is not for anti-aliasing). The problem I find with…
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