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revision 1.24 by tjl, Mon Oct 27 15:45:20 2003 UTC revision 1.25 by tjl, Fri Oct 31 09:16:31 2003 UTC
# Line 184  multisampling (which does not supersampl Line 184  multisampling (which does not supersampl
184  seems to be the more popular alternative. If full-screen supersampling  seems to be the more popular alternative. If full-screen supersampling
185  is present, it does increase texture filtering quality significantly; see Fig.~\ref{figallpfss}.  is present, it does increase texture filtering quality significantly; see Fig.~\ref{figallpfss}.
186    
187  It is also possible to adapt the approach given in \cite{olano01vertexbasedaniso}  It is also possible to adapt the approach
188  for anisotropic filtering using unextended OpenGL to supersampling by  to anisotropic filtering using unextended OpenGL
189  However, this approach does significantly restrict the OpenGL texture environment  given in \cite{olano01vertexbasedaniso}
190  and blend modes available unless the hardware supports a sufficient number of texture  to supersampling by adjusting the texture coordinates in screen space.
191  accesses to accomplish the complete texturing operation in one pass (e.g., 4 for 2x2 supersampling).  However, this approach does restrict the OpenGL texture environment
192  Also, the vertex-based implementation requires computation of the derivatives of the texture coordinates  and blend modes available unless the hardware supports enough texture
193  for each vertex, which may require considerable changes to code when applying this  accesses to accomplish the complete operation in one pass (e.g., 4 for 2x2 supersampling).
194  method to code that has been using the usual filtering primitives of the hardware.  Also, the vertex-based approach requires computation of the derivatives of the texture coordinates
195    for each vertex, which in some situations would require rendering separate triangles
196    instead of for example triangle strips and thus
197    considerable changes to existing code.
198    
199  In systems supporting the calculation of derivatives on the fragment level  In systems supporting the calculation of derivatives on the fragment level
200  (via, e.g., the OpenGL extensions \verb+GL_NV_fragment_program+ and \verb+GL_ARB_fragment_shader+)  (via, e.g., the OpenGL extensions \verb+GL_NV_fragment_program+ and \verb+GL_ARB_fragment_shader+)
201  the supersampling can be implemented entirely in the fragment program, with no changes  the supersampling can be implemented entirely in the fragment program, with no changes

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