https://bugs.kde.org/show_bug.cgi?id=390698
--- Comment #15 from Vlad Zagorodniy <vladz...@gmail.com> --- (In reply to Fredrik Höglund from comment #14) > MSAA doesn't blur anything. It works by computing a pixel coverage value in > the range [0..1] for each rasterized fragment, and multiplying that value > with the alpha value prior to blending. > > You may be confusing it with post-processing anti-aliasing techniques, such > as FXAA. Oh, yeah, you're right. I was thinking MSAA smooths also everything inside textures. My bad, sorry. -- You are receiving this mail because: You are watching all bug changes.