Mesh anti-aliasing shader

Hi peeps,

I’d like to add anti-aliasing when drawing meshes. I’ve read a bit about how multisampling works, but I’m unsure whether I should try to incorporate this in a shader in Codea.

So I’m wondering if anyone with some more experience can answer:

  • Is there a built-in way to use multisampling antia-aliasing in an OpenGL shader in Codea?
  • …or should I write my own implementation?
  • …or should I use a completely different approach on anti-aliasing instead?

@Kjell we haven’t exposed multi-sampling in Codea (it tends to be slow and the high density displays make it hard to notice aliasing anyway)

You can do a fullscreen post processing style AA pass though; maybe something like this: https://github.com/mattdesl/glsl-fxaa

Basically it applies AA as a post processing step by rendering the screen to a texture then feeding that into a shader that gets drawn on top as a fullscreen quad

Thanks, good to know! I’ll have a look at your suggestion, but as you mentioned, the aliasing isn’t as noticeable as I thought would be.