1: Some of these are synonyms for the other. Some of them aren’t even techniques in and of themselves (FSAA is a term for any anti-aliasing technique that opperates on the full scene, rather than on certain parts of the scene). And I’m not sure that some of these even exist (TMAA, TSAA).
2: How do you use what with OpenGL?
- How can I set the level to 2x, 2xQ, 4x, 4xS, 6xS,… ?
The level of what? Are you rendering to the default framebuffer or an FBO? I don’t know what the “Q” and “S” refer to, but if you want multisampling in OpenGL, there are two ways to go about it.
The first is to create a multisampled default framebuffer. This requires using WGL_ARB_pixel_format and WGL_ARB_multisample to get a multisampled framebuffer.
The alternative involves the use of ARB_framebuffer_object (or, failing that, EXT_framebuffer_object with EXT_framebuffer_blit and EXT_framebuffer_multisample) to create multisampled renderbuffers that you render to. Then you blit to the non-multisampled default framebuffer.
Creating renderbuffers with multisampling (glRenderbufferStorageMultisample) requires that you specify the number of samples to use per-pixel. The renderbuffer may have more samples than this, but it must have at least that many.
- I heared that Supersampling changes the quality of the textures, the others don’t ?
No. Supersampling cannot improve the quality of textures by itself. All it does is allow textures to be rendered at higher resolution; if the textures don’t have the pixels for the higher resolution, they won’t look any different.
- Is that right :
- What does Anisotropic if I don’t use trilinear ?
Implementation-dependent. According to the spec, “Additionally, implementations are free to consider the current texture minification and magnification modes to control the specifics of the anisotropic filtering scheme used.”
If you don’t use mipmap minification filtering (GL_LINEAR_MIPMAP_NEAREST or GL_LINEAR_MIPMAP_LINEAR), then the implementation cannot access other mipmaps. If you do use mipmap filtering, then it can do so.
- What is the difference between
- trilinear with AAx16
I’m not sure what you’re asking for there.
- If I cange the resolution, are the edges/textures of my model better (do I need other models/textures)
If it were me, I’d say yes. Most people do not agree with my views on this subject. They seem perfectly fine with using textures and meshes with resolutions that are much larger than they were designed for.
It probably isn’t worthwhile to have lots of texture and meshes for different resolutions.
- What does texture compession ?
It allows textures to be… compressed. They take up less room, at the cost of some visual quality.
- Do you know a page where I can get the performance of all nVidia cards (and which is good for AA / good quality)
The performance for them at doing what?