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Removed SSAA option to resolve issue #871.
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@ -2077,14 +2077,12 @@ impl<'a> Widget for SettingsWindow<'a> {
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/* AaMode::MsaaX4,
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AaMode::MsaaX8,
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AaMode::MsaaX16, */
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AaMode::SsaaX4,
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];
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let mode_label_list = [
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"No AA", "FXAA",
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/* "MSAA x4",
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"MSAA x8",
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"MSAA x16 (experimental)", */
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"SSAA x4",
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];
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// Get which AA mode is currently active
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@ -91,14 +91,6 @@ pub enum AaMode {
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/// also struggle in the future with deferred shading, so they may be
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/// removed in the future.
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MsaaX16,
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/// Super-sampling antialiasing, 4 samples per pixel.
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///
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/// Unlike MSAA, SSAA *always* performs 4 samples per pixel, rather than
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/// trying to choose importance samples at boundary regions, so it works
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/// much better with techniques like deferred rendering and greedy
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/// meshing that (without significantly more work) invalidate the
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/// GPU's assumptions about importance sampling.
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SsaaX4,
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#[serde(other)]
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None,
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}
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@ -448,10 +448,6 @@ impl Renderer {
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gfx::texture::Kind::D2(upscaled.0, upscaled.1, gfx::texture::AaMode::Single)
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},
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// TODO: Ensure sampling in the shader is exactly between the 4 texels
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AaMode::SsaaX4 => {
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// TODO: Figure out how to do upscaling correctly with SSAA
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gfx::texture::Kind::D2(size.0 * 2, size.1 * 2, gfx::texture::AaMode::Single)
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},
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AaMode::MsaaX4 => {
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gfx::texture::Kind::D2(upscaled.0, upscaled.1, gfx::texture::AaMode::Multi(4))
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},
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@ -1852,7 +1848,7 @@ fn create_pipelines(
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let anti_alias = Glsl::load_watched(
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&["voxygen.shaders.antialias.", match mode.aa {
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AaMode::None | AaMode::SsaaX4 => "none",
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AaMode::None => "none",
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AaMode::Fxaa => "fxaa",
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AaMode::MsaaX4 => "msaa-x4",
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AaMode::MsaaX8 => "msaa-x8",
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