![]() This technique therefore only had a short glory moment. While it did provide us with a solution to the aliasing problem, it came with a major performance drawback since we have to draw a lot more fragments than usual. This extra resolution was used to prevent these jagged edges. Then when the full scene is rendered, the resolution is downsampled back to the normal resolution. There are quite a few techniques out there called anti-aliasing techniques that fight this aliasing behavior by producing smoother edges.Īt first we had a technique called super sample anti-aliasing (SSAA) that temporarily uses a much higher resolution render buffer to render the scene in (super sampling). This effect, of clearly seeing the pixel formations an edge is composed of, is called aliasing. This is clearly not something we want in a final version of an application. ![]() While not immediately visible, if you take a closer look at the edges of the cube you'll see a jagged pattern. ![]() An example of what these jagged edges look like can already be seen when drawing a simple cube: The reason these jagged edges appear is due to how the rasterizer transforms the vertex data into actual fragments behind the scene. Somewhere in your adventurous rendering journey you probably came across some jagged saw-like patterns along the edges of your models. Anti Aliasing Advanced-OpenGL/Anti-Aliasing
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