Can anyone please provide some links(or suggest books) where the MSAA algorithm is clearly explained? I was able to find links where implementation of MSAA was explained from an application’s perspective, not as an algorithm.
Thanks in advance!
To sum up, it means only depth is actually supersampled. Each time a there is a single triangle covering a whole pixel, the shader is evaluated only once per final pixel.
Multiple evaluations are only performed for triangle edges and intersections.
Thanks a lot overlay and Zbuffer!