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Enhanced Subpixel Morphological Antialiasing?
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Neo Cyrus
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Default Enhanced Subpixel Morphological Antialiasing? - 10-04-2011, 22:37 | posts: 7,064 | Location: GTA, Canada

I ran into a website which offers the source code for it and it looks interesting: http://www.iryoku.com/smaa/

I just saw the usage details:

See [SMAA.h](https://github.com/iryoku/smaa/blob/master/SMAA.h) for integration info. You'll also need some precomputed textures, which can be found as C++ headers ([Textures/AreaTex.h](https://github.com/iryoku/smaa/blob/...ures/AreaTex.h) and [Textures/SearchTex.h](https://github.com/iryoku/smaa/blob/...es/SearchTex.h)), or as regular DDS files (see [Textures](https://github.com/iryoku/smaa/blob/master/Textures) directory). The directories [DX9](https://github.com/iryoku/smaa/blob/master/Demo/DX9) and [DX10](https://github.com/iryoku/smaa/blob/master/Demo/DX10) contain integration examples for DirectX 9 and 10 respectively.

Bah, I was hoping it was as simple as putting a file with the exe of a game.

Last edited by Neo Cyrus; 10-04-2011 at 22:42.
   
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