FSAA + jit.gl.node problem

    Feb 02 2013 | 3:43 pm
    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 02 2013 | 3:46 pm
      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 02 2013 | 4:11 pm
      Rendering to an oversized texture works fine for my purposes, though I never compared with 'true' FSAA.
    • Feb 02 2013 | 4:16 pm
      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 02 2013 | 4:24 pm
      Not saying that. I don't know if there's a way.
    • Feb 14 2013 | 9:44 pm
      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 | 12:11 am
      Ok, so you gave me an incentive to try it and bingo, here's the result:
    • Feb 27 2013 | 7:15 pm
      I was trying to to the same looking at FXAA, tomorrow I'll try your shader! Thank you very much!