Faking GL_POLYGON_SMOOTH in a fragment shader

I want something better than MSAA, without slowing to a crawl. Smooth falloffs using smoothstep() and fwidth() would result in inset-looking triangle. It seems the best I can do is ray casting within some rectangle that bounds the triangle (with appropriate padding). However that would result in a lot of overdraw and having to construct all those rectangles. Is there a better way?

You can perhaps use FXAA ?

I have found a thread that speak about this at http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&Number=302404

Could you describe or post a picture of a case where you need this?

There are some options, but what options apply to you depend on what specifically you’re having trouble with.

Thanks. The problem is that the geometric detail is too high which results in popping of geometry as I move the view.

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