FSAA + jit.gl.node problem

Feb 2, 2013 at 3:43pm

FSAA + jit.gl.node problem

Dear all,

reading through the forum, I’ve found lot of issues but not a proper solution at the moment.
If I use jit.gl.node to capture meshes then FSAA on the final jit.window has no effect on the render context.
I’ve tried to do the oversampling a-la FSAA setting jit.gl.node @size two or four time bigger than the original,
using all kind of @interp and options listed in the reference to find a good workaraound
but I cannot obtain the same results as FSAA. Also, I’d like to not use blur slabs to smooth the rendering.
Anyone found a good solution for that? Am I probably fixate on FSAA instead other option?

Thanks so much

Feb 2, 2013 at 3:46pm

I’m on 10.7.5 w/ Max6.0.8

MacBook Pro 15-Inch [Early 2011]
2.2 GHz Intel Core i7
16GB 1333 MHz DDR3
AMD Radeon HD 6750M

Feb 2, 2013 at 4:11pm

Rendering to an oversized texture works fine for my purposes, though I never compared with ‘true’ FSAA.

Feb 2, 2013 at 4:16pm

hi dtr,
so you mean that there’s no solution at all to have “true” FSAA using RTT or jit.gl.node?

Thank you!

Feb 2, 2013 at 4:24pm

Not saying that. I don’t know if there’s a way.

Feb 14, 2013 at 9:44pm

Other than pointing you in another direction, I can’t exactly help as I haven’t had the time to try get this working for myself, however. Try investigating the use of an FXAA glsl shader running on a slab and then process your texture with this.

Feb 15, 2013 at 12:11am

Ok, so you gave me an incentive to try it and bingo, here’s the result:


Feb 27, 2013 at 7:15pm

I was trying to to the same looking at FXAA, tomorrow I’ll try your shader!
Thank you very much!


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