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Optimizing Multisampling and Transparency

Multisampling provides full-scene antialiasing with performance sufficient for a real-time visual simulation application. However, it isn't free and it adds to the cost of some fill operations. With RealityEngine graphics, some fragment processing operations (blending, depth buffering, stenciling) are essentially free if you aren't multisampling, but do reduce performance if you use a multisample-capable visual. Texturing is an example of a fill operation that can be free on a RealityEngine and isn't affected by the use of multisampling. Note that when using a multisample-capable visual, you pay the cost even if you disable multisampling.

Below are guidelines for optimizing performance for multisampling:


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