FSAA没记错的话,应该是这样的工作原理:要输出640*480的画面,首先在显卡内部渲染出大4倍的画面(或者更高)
也就是1280*960,然后光栅化输出的时候缩小到原先的尺寸,这样就能实现每一帧画面的抗锯齿效果。
这方法简单粗暴,及其费资源,在当时的PC用显示技术而言基本等于没有,不过实现出来的画质却是相当完美。
PowerVR2
-10 Million transistors (with small cache)
-100 MHz
-100 Mpixels/sec (200 to 300 Mpixels/sec deferred rendering rate)
-Tile accelerator
-Full floating-point geometry and texture setup engine
-32-bit accurate floating point z-buffering with no RAM accesses
-Unified frame buffer and texture memory
-VQ (vector quantization) texture compression with 5:1 compression ratio (average for a set of mip-mapped textures)
-Full alpha blending modes supported
-Image super-sampling for full scene anti-aliasing
-Perspective correct bilinear, trilinear, and anisotropic texture filtering
Perspective correct ARGB gouraud shading
Specular highlighting with offset colours
Environment mapping
Hardware translucency sorter
Volumetric effects (shadows, lens flare, etc)
Multiple fog modes
Bump mapping
full DirectX and OpenGL blending modes (back-end multi-pass rendering with micro-tile accumulation buffers)