el mismo gabe lo ha dicho os lo pego todo aki un moment ke lo busco y meristation va retrasada siempre
Gabe Newell of Valve Software has explained in detail the current FSAA issue on the halflife2.net forums! While the legitimacy of the post cannot be confirmed, it does appear that it is Gabe himself (I feel like such a fool questioning his existance here, sigh ).
He explains the problems occuring with AA, and how they can be rectified in the future, so be sure to visit the forums and visit the topic here!
An extract from the thread:
"What are potential solutions?
Support Centroid Sampling
Use Pixel Shaders to Clamp Texture Coordinate
Centroid sampling doesn't have the problem that center sampling does in multi-sample antil-aliasing. ATI has supported this form of anti-aliasing for the 9000 series. The tricky part is enabling this when DirectX doesn't easily expose this.
There's a different trick you can use with hardware, such as NVIDIA's, that doesn't support centroid sampling. Basically you trade off some pixel shader bandwidth to clamp the texture coordinates so that you don't sample texels outside of that polygon's lightmap sub-rect.
Between these two approaches, multi-sample anti-aliasing artifacts should be a non-issue for any DX9-level hardware running Pixel Shader 2.0.
while the current release of drivers, referred to as Rel40 do have this problem, the Rel50 based drivers will not. The drivers, which will be more commonly known as Detonator 5.x will hopefully be available by the time Half-life 2 begins shipping
pd he de decir que esto no esta confirmado es que yo tengo el email del gabe al cual le puedes enviar emails preguntado lo que quieras y te contesta en nada pero esto esta puesto en un foro de una pag