Alpha to coverage is a multisampling technique used to render dense foliage or grass using partially transparent textures [1] .
Alpha to coverage interprets the transparency obtained from the alpha channel of the texture (the Alpha ) as the number of subpixels covered by a partially transparent object (the Coverage ). Like Alpha testing, this technique does not require pre-sorting of textured polygons, but gives a higher image quality due to multi-level transparency (Alpha testing uses only two levels of transparency).
Content
See also
- Smoothing
Notes
- ↑ Configuring Blending Functionality (Windows) . Microsoft Developer Network . - "It is a multisampling technique where I’m looking at the edges ." The date of circulation is January 27, 2013. Archived June 12, 2013.
Literature
- Real-Time Rendering, Third Edition / Tomas Akenine-Moller, Eric Haines, Naty Hoffman. - AK Peters, Ltd., 2008. - 1027 p. - ISBN 978-1-56881-424-7 .