Chomenor / ioef-cmod

Improved Elite Force multiplayer client and server based on ioEF
http://www.stvef.org/cmod
GNU General Public License v2.0
17 stars 8 forks source link

alpha to coverage usage if possible #5

Open WhiteMagicRaven opened 1 year ago

WhiteMagicRaven commented 1 year ago

most noticeable on ef_facade map turn all antialiasings

look how trees and leafs on them with other foliage is still aliased

if alpha to coverage is added it will antialias all these stuff too

look more here https://bgolus.medium.com/anti-aliased-alpha-test-the-esoteric-alpha-to-coverage-8b177335ae4f

Chomenor commented 1 year ago

This seems like an interesting idea, but it is beyond my skills (or free time) to implement currently.

However, in the future I'm hoping to move cMod to the Quake3e engine, which does develop more advanced renderer features. It's possible you could trying proposing this idea there, and it could be ported back to EF.

Quake3e also already supports supersampling, which isn't very framerate efficient but may be viable for modern GPUs. Here is an example of how that looks:

Without supersampling: facade_standard With supersampling: facade_supersampling

ghost commented 1 year ago

in the future I'm hoping to move cMod to the Quake3e engine

... this is exactly what I want to see :) Btw, alpha-to-coverage is already available in Q3e (vulkan), iirc.