![]() ![]() Using a GeForce 7 Series GPU, you can enable super-sampling or multi-sampling per-primitive, yielding much higher image quality along the alpha tested edges. The conventional solution for dealing with this problem is to use alpha blending. The problem with using alphatest to virtually simulate geometry is a hard edge that is produced where the test occurs. Virtual Shadow Depth Cube Textures This code sample demonstrates a variety of techniques for increasing the performance of omnidirectional shadowmapping effects on DirectX 9 hardware, including an implementation of virtual shadow depth cube texturing as described in ShaderX3 (a technique for efficiently 'unrolling' a cube shadowmap into a hardware-accelerated depth texture, such as D24_X8 on NVIDIA GeForce FX, 6- and 7-series hardware).Īntialiasing with Transparency This sample demonstrates the GeForce 7 Series per-primitive super-sample and multi-sample modes for antialiasing primitives with transparent fragments. This sample demonstrates how to enable Coverage-Sampled Antialiasing (CSAA) on GeForce 8 series GPUs in DX9. Coverage-Sampled Antialiasing (CSAA) Tutorial
0 Comments
Leave a Reply. |