scott wrote:
>> This puzzles me. I'm not disputing you're wrong - usually there's some
>> option to set the number of subsamples taken - but since a GPU can
>> *only* draw straight lines, you'd think they could just use the
>> closed-form formulas for doing mathematically perfect AA on polygon
>> edges. It takes about 3 float-ops. No subsamples required.
>
> That method has problems when you are drawing triangles adjacent to each
> other.
Like what?
> Also how does your method work with a pixel shader?
If I actually knew what a pixel shader is, I could maybe answer. :-)
>> I still find it rather hard to believe that you can take a complex
>> shape such as the surface of a water splash and automatically
>> tesselate it.
>
> If you're going for physical accuracy then your simulation data will be
> in voxels or something anyway,
Unless it's a particle method.
> so using marching cubes or similar will get you your tesselated mesh directly.
I see.
--
http://blog.orphi.me.uk/
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