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authorSven Gothel <[email protected]>2014-03-04 18:11:06 +0100
committerSven Gothel <[email protected]>2014-03-04 18:11:06 +0100
commit8bab15934fe63e44084294e315492420e07a902b (patch)
treea708a260e95d17eb16b951b36aad9da8991a8098 /make/scripts/tests-x32-dbg.bat
parent7b1a0c17fe5471557ab5e0db0334bed34edb553a (diff)
Bug 801: Fix VBAA Distortions (VBO-size fractional delta) and AA (Sample fragment position and count)
Inflating the FBO pixel-size of the region using a 'samples count' multiplier to the projected window bounding box allows controlling the AA distortion as well as defining the fragment position due to it's grid-fitting nature, see below. - Fix VBAA Distortions (FBO-size fractional delta) Inflated framebuffer exceeds 'box-size * sampleCount' since it must be the ceiling of the latter due to it's integer number nature. This difference either must reflect the texture-coords -or- the texture bounding vertices-box in the 2nd pass, otherwise a distorion will appear which is quite visible explicit w/ text. Using texture-coords is not suitable, due to floating point accuracy, hence this patch extends the texture bounding vertices-box about the ceiling delta. A comparible distortion existed with the previous implementation as well, since it used an arbitrary FBO-size and hence the magnification was not grid-fitting. Current implementation is grid-fitting, or at least matches the non-inflated grid, since it inflates the original window-size of the region about samples-count. - AA (Sample fragment position and count) Using a sample-count w/ a multiple of 2 (currently 2, 4 and 8 are properly implemented), based on the projected window bounding box will give the 2nd-pass fragment shader (AA) a fragment-postion in center of the sample pixels exposing one AA pixel. Hence we need to use the diagonal coords (NW, SW, ..) off by half a pixel to reach the 1st sample-pixel .. and 1.5 pixels to reach the 2nd .. and so forth.
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