Quantcast
Channel: GameDev.net
Viewing all articles
Browse latest Browse all 17825

MSAA and alpha-to-coverage

$
0
0
I am a bit confused of the difference between transparency/alpha blending and alpha-to-coverage, since Frank D. Luna put both techniques in one section of 3D Game Programming with DirectX 11, letting it appear that the latter technique is superior. I have some questions: I guess the superiorness is only related to the smoothing of blocky edges and not to the handling of transparency? Since the alpha in alpha-to-coverage technique is used as coverage instead of the coverage determined at the polygon level: should opaque geometry be rendered without alpha-to-coverage, since we will otherwise have always 100% coverage (killing the purpose of MSAA in the first place)? do you loose quality for transparent geometry (which have a texture with an alpha channel), since the coverage determined at the polygon level is not used? (as opposed to MSAA with alpha blending) Transparency/alpha blending requires sorting and rendering back-to-front. Is this the case for alpha-to-coverage as well? Suppose the alpha of a fragment is 50%, what happens with the source (fragment) and destination color? Is there still some kind of blending with the background or is the color intensity reduced by half?

Viewing all articles
Browse latest Browse all 17825

Trending Articles



<script src="https://jsc.adskeeper.com/r/s/rssing.com.1596347.js" async> </script>