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.

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