How to do full screen anti aliasing in OpenGL?

How to do full screen anti aliasing in OpenGL?

I want to do full-screen anti-aliasing in OpenGL, and dont want to use the anti-aliasing that is provided by OpenGL itself, since I am building a game and want good effects in it. How should I proceed? There are several alternatives to native MSAA in OpenGL.

Which is better for anti aliasing AA or FXAA?

There are a variety of techniques for this, but one of the best / most popular at the moment is called FXAA (Fast approXimate Anti-Aliasing). MSAA will generally give better-looking results than post-processing AA, but can be slower because it requires approximately double the memory bandwidth for every rendering operation.

Which is the best method for anti aliasing?

Here are three methods worth taking a look: Fast Approximate Anti-Aliasing (Geeks3D) – Good in most cases. Pretty easy to apply and understand. Drawback is sharp, high contrast noise in textures gets blurred a bit. Edges as subtle as 1/4 pixels steep look dead-accurate as traditional MSAA. Any less steep than that, it loses a bit of accuracy.

Are there alternatives to native MSAA in OpenGL?

There are several alternatives to native MSAA in OpenGL. With post-processing effects, the best thing about them is that you can usually just throw in the shader to the final, unprocessed image and it does the rest. Here are three methods worth taking a look:

Is the jitter amount the antialiasing factor in OpenGL?

For modifying the projection matrix to realize this jittering, you can use the functions presented in the article. The jitter amount is not the antialiasing factor, but the sub-pixel sample locations. The antialiasing factor in this context is the number of samples and therfore the number of jittered renderings you perform.

How to implement anti-aliasing ( FSAA ) in Android?

AFAIK On Android this extension is used instead http://www.khronos.org/registry/gles/extensions/ANGLE/ANGLE_framebuffer_multisample.txt First of all the article you refer to uses the accumulation buffer, whose existence I really doubt in OpenGL ES, but I might be wrong here.