Text and graphics antialiasing

I’m considering using Unity to build a prototype of a digital magazine.

How does Unity handle antialiasing of objects and specifically text?

thx
-kory

Quite well actually. ^^

You can switch on full-screen antialiasing which includes 2x 4x 6x 8x 16x and I think I even saw 32x once. It of course slows down rendering performance and increases the amount of required video memory, but it does make things look nicer.

You could also explore other forms of antialiasing.

You could put text onto a texture and then even the bilinear filtering would look pretty good.

AA for polygons depends on the hardware. You can switch it in Unity up to 16X, but not all hardware is going to do that. Also, it’s multi-sampling only (no supersampling). In Unity 3, deferred rendering means no hardware AA at all; that only works with forward rendering. I believe they’re implementing some kind of workaround but I’m not sure of the status on that.

Fonts in Unity 2.x are rendered to a texture, and you can choose 3 levels of AA. In Unity 3 there’s dynamic font rendering; not sure what engine is used for that.

–Eric

Thanks guys. Well, except you 'cuda, I get my fill of comedians living in LA. :slight_smile: