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[Gzz-commits] manuscripts/AniFont anifont.tex methods.gnumeric


From: Tuomas J. Lukka
Subject: [Gzz-commits] manuscripts/AniFont anifont.tex methods.gnumeric
Date: Fri, 31 Oct 2003 04:16:32 -0500

CVSROOT:        /cvsroot/gzz
Module name:    manuscripts
Branch:         
Changes by:     Tuomas J. Lukka <address@hidden>        03/10/31 04:16:32

Modified files:
        AniFont        : anifont.tex methods.gnumeric 

Log message:
        twids

CVSWeb URLs:
http://savannah.gnu.org/cgi-bin/viewcvs/gzz/manuscripts/AniFont/anifont.tex.diff?tr1=1.24&tr2=1.25&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/gzz/manuscripts/AniFont/methods.gnumeric.diff?tr1=1.2&tr2=1.3&r1=text&r2=text

Patches:
Index: manuscripts/AniFont/anifont.tex
diff -u manuscripts/AniFont/anifont.tex:1.24 
manuscripts/AniFont/anifont.tex:1.25
--- manuscripts/AniFont/anifont.tex:1.24        Mon Oct 27 10:45:20 2003
+++ manuscripts/AniFont/anifont.tex     Fri Oct 31 04:16:31 2003
@@ -184,14 +184,18 @@
 seems to be the more popular alternative. If full-screen supersampling
 is present, it does increase texture filtering quality significantly; see 
Fig.~\ref{figallpfss}.
 
-It is also possible to adapt the approach given in 
\cite{olano01vertexbasedaniso}
-for anisotropic filtering using unextended OpenGL to supersampling by 
-However, this approach does significantly restrict the OpenGL texture 
environment
-and blend modes available unless the hardware supports a sufficient number of 
texture
-accesses to accomplish the complete texturing operation in one pass (e.g., 4 
for 2x2 supersampling).
-Also, the vertex-based implementation requires computation of the derivatives 
of the texture coordinates
-for each vertex, which may require considerable changes to code when applying 
this
-method to code that has been using the usual filtering primitives of the 
hardware.
+It is also possible to adapt the approach 
+to anisotropic filtering using unextended OpenGL 
+given in \cite{olano01vertexbasedaniso}
+to supersampling by adjusting the texture coordinates in screen space.
+However, this approach does restrict the OpenGL texture environment
+and blend modes available unless the hardware supports enough texture
+accesses to accomplish the complete operation in one pass (e.g., 4 for 2x2 
supersampling).
+Also, the vertex-based approach requires computation of the derivatives of the 
texture coordinates
+for each vertex, which in some situations would require rendering separate 
triangles 
+instead of for example triangle strips and thus
+considerable changes to existing code.
+
 In systems supporting the calculation of derivatives on the fragment level
 (via, e.g., the OpenGL extensions \verb+GL_NV_fragment_program+ and 
\verb+GL_ARB_fragment_shader+)
 the supersampling can be implemented entirely in the fragment program, with no 
changes
Index: manuscripts/AniFont/methods.gnumeric




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