这些扩展提供了诸如位图操作,画笔,抗锯齿和越来越复杂的Primitive渲染中不同像素深度格式,AlphaBlend的支持。
Some of these extensions included different pixel depth formats, alpha blending support in bitmap operations and brushes, anti-aliased primitive rendering and more complex primitive rendering.
我们正处在实施过程中形态抗锯齿的图形引擎。
We are in the process of implementing Morphological Anti-Aliasing in the graphics engine.
抗锯齿的计算是基于beauty通道,所以当建筑细节隐藏在阴影中,它没有足够的样本进行计算,此外增加的通道也是边缘变得弯弯曲曲。
Its calculation is based on the beauty pass so whenever a detail was in shade it didn't use enough samples there and the additional passes had zigzagged edges.
为了解决此问题,WPF提供了一种将可视化树中的对象边缘与设备像素“对齐”的方法,从而消除了抗锯齿产生的软边缘。
To address this issue, WPF provides a way for object edges in a visual tree to "snap" to device pixels, eliminating the soft edges produced by anti-aliasing.
为了解决此问题,WPF提供了一种将可视化树中的对象边缘与设备像素“对齐”的方法,从而消除了抗锯齿产生的软边缘。
To address this issue, WPF provides a way for object edges in a visual tree to "snap" to device pixels, eliminating the soft edges produced by anti-aliasing.
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