View Full Version : texture as fundamental antialiasing primitive

01-08-2004, 05:08 AM
I am using texture mapped quads to implement reliable, high quality (8 subpixel bits) antialiased 2D primitives (point/line/triangle etc), as vaguely described at http://www.sgi.com/grafica/texmap/

I'm already halfway done, but I thought I'd ask if anyone can point me towards existing source code for implementations of this (the geometry projections, line mitering etc.) I looked before starting but couldn't find anything...