Saturday 9 September 2017 photo 21/22
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Anti aliasing unity iphone resolution: >> http://bit.ly/2gRAf79 << (download)
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Stable Fit renders lower resolution shadows but they don't wobble with camera Anti aliasing improves the appearance of polygon edges, so they are not
I'm getting an exc_bad_access exception in iOS when anti-aliasing is recently with anti-alias on at the same time as setting the resolution to
All of a sudden, my app stopped antialiasing on iOS, both iPhone and Player Settings > Other Settings > Target Resolution and Graphics
When a RenderTexture is using anti-aliasing, then any rendering into it will happen into the multi-sampled texture, which will be "resolved" into a regular texture
This issue: issuetracker.unity3d.com/issues/antialiasing-ios-screen-is-black-when-anti-aliasing-is-used Says it's resolved in 5.2, I just did
Anti-aliasing value indicates the number of samples per pixel. If unsupported by the hardware or rendering API, the greatest supported number of samples less
Dec 26, 2010 Retina displays are now ubiquitous and - indeed - antialiasing is, in fact, done You could maybe "resolve" pixels on a 10 dpi display.
The core gameplay looks a little like this with 4x anti aliasing: some insight: gamesfromwithin.com/trying-out-multisampling-on-ios.
but instead is emulated by generating vertex and pixel shaders with analogous functionality on the fly. The SGX series fully supports MultiSample anti-aliasing.
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