Hello,
I was wondering if there are less computation-intensive ways to antialias
polygons like with the accumulation buffer
and less cumbersome than having to
order all polygons from front-to-back, when antialiasing using the alpha values to blend edges.
For the second, it looks to me like I have to pre-calculate Z values and order the objects accordingly, which isn’t that bad (although I feel it’s also computation intensive since I need to do it each time I display), but when doing so polygons that “run-through” each other don’t get antialiased right because the intersecting lines (for example, they run through each other in the middle) are not edges.
Any hints and/or pointers to docs about this matter are very welcome
Bodros