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Right now lyon doesn't deal with rendering so it can't really implement anti-aliasing. But it is important to make sure that the tessellators provide enough information to efficiently implement various antialiasing approaches.
- MSAA: nothing to do.
- temporal reprojection: nothing to do.
- vertex-aa: needs to be able to generate a strip of triangles on the contour of the shape with normals. It should be possible to separate the shape and aa in separate passes.
- post-processing: most post processing approaches run filters on the screen to determine where outstanding edges are. In our case we can skip that if we have the same contour information required for vertex aa.
I think that the first step is to experiment with:
- implement vertex normals in the fill tesselator.
- output contours in the fill tessellator it's probably enough to extend the GeometryBuilder API or add a ContourBuilder that takes edges represented by pairs of vertex ids (the same vertex ids passed to the GeometryBuilder).
- make a demo that looks nice and smooth on top of that to validate the idea.
tangmi, WeakKnight, hecrj, Mubelotix and schneiderfelipedd10-e, jamwaffles, jpturcotte, whmountains, LinusU and 4 more