[Top][All Lists]
[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]
[Gzz-commits] manuscripts/AniFont anifont.tex methods.gnumeric
From: |
Tuomas J. Lukka |
Subject: |
[Gzz-commits] manuscripts/AniFont anifont.tex methods.gnumeric |
Date: |
Fri, 31 Oct 2003 04:16:32 -0500 |
CVSROOT: /cvsroot/gzz
Module name: manuscripts
Branch:
Changes by: Tuomas J. Lukka <address@hidden> 03/10/31 04:16:32
Modified files:
AniFont : anifont.tex methods.gnumeric
Log message:
twids
CVSWeb URLs:
http://savannah.gnu.org/cgi-bin/viewcvs/gzz/manuscripts/AniFont/anifont.tex.diff?tr1=1.24&tr2=1.25&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/gzz/manuscripts/AniFont/methods.gnumeric.diff?tr1=1.2&tr2=1.3&r1=text&r2=text
Patches:
Index: manuscripts/AniFont/anifont.tex
diff -u manuscripts/AniFont/anifont.tex:1.24
manuscripts/AniFont/anifont.tex:1.25
--- manuscripts/AniFont/anifont.tex:1.24 Mon Oct 27 10:45:20 2003
+++ manuscripts/AniFont/anifont.tex Fri Oct 31 04:16:31 2003
@@ -184,14 +184,18 @@
seems to be the more popular alternative. If full-screen supersampling
is present, it does increase texture filtering quality significantly; see
Fig.~\ref{figallpfss}.
-It is also possible to adapt the approach given in
\cite{olano01vertexbasedaniso}
-for anisotropic filtering using unextended OpenGL to supersampling by
-However, this approach does significantly restrict the OpenGL texture
environment
-and blend modes available unless the hardware supports a sufficient number of
texture
-accesses to accomplish the complete texturing operation in one pass (e.g., 4
for 2x2 supersampling).
-Also, the vertex-based implementation requires computation of the derivatives
of the texture coordinates
-for each vertex, which may require considerable changes to code when applying
this
-method to code that has been using the usual filtering primitives of the
hardware.
+It is also possible to adapt the approach
+to anisotropic filtering using unextended OpenGL
+given in \cite{olano01vertexbasedaniso}
+to supersampling by adjusting the texture coordinates in screen space.
+However, this approach does restrict the OpenGL texture environment
+and blend modes available unless the hardware supports enough texture
+accesses to accomplish the complete operation in one pass (e.g., 4 for 2x2
supersampling).
+Also, the vertex-based approach requires computation of the derivatives of the
texture coordinates
+for each vertex, which in some situations would require rendering separate
triangles
+instead of for example triangle strips and thus
+considerable changes to existing code.
+
In systems supporting the calculation of derivatives on the fragment level
(via, e.g., the OpenGL extensions \verb+GL_NV_fragment_program+ and
\verb+GL_ARB_fragment_shader+)
the supersampling can be implemented entirely in the fragment program, with no
changes
Index: manuscripts/AniFont/methods.gnumeric