Developing Games on Intel Graphics
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Does Intel HD graphics support directx anti aliasing?

tristan256
Beginner
3,774 Views
Hi,
I'm developing some applications that use some simple 2d graphics with DirectX for the Fujitsu T900 lifebook, and I wanted to enable anti aliasing. However, I can't get it to work and this site
http://www.intel.com/support/graphics/sb/cs-012644.htm#8
says
"Intel chipsets with integrated graphics do not support full scene anti-aliasing."
I just wanted to confirm the chipset in this computer does not supportdirectx anti aliasing.
Thanks,
Tristan
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1 Solution
Doraisamy_G_Intel
3,774 Views
Quoting tristan256
I've been playing around with drawingD3D10_PRIMITIVE_TOPOLOGY_LINELIST and LINESTRIP primitives and enablingAntialiasedLineEnable inD3D10_RASTERIZER_DESCbut it seems it won't do antialiasing.
Can someone please confirm that the chipset does not support this feature either?
Thanks,
Tristan

Hi Tristan,

Sorry for the late response. Just got the feedback from our tech team. This feature should be supported on Intel HD Graphics (Intel Core i5 processor graphics).

Thanks,
-Ganesh

View solution in original post

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8 Replies
Doraisamy_G_Intel
3,774 Views
Hi tristan256,

Yes, that is correct. None of the current Intel graphics chipsets support full screen anti-aliasing.

Some of our upcoming graphics devices will have anti-aliasing support.

Thanks,
-Ganesh
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tristan256
Beginner
3,774 Views
Ok thanks for the info. I'll explain my problem in more detail, hopefully someone has a work around.
I'm very new to directx and graphics programming, so please bear with me.
I work on some applications that use direct3d (directX 9 & 10) for some simple 2D graphics. On of the applications draws a few lines (~20) on the screen. They are used for scientific tests of vision.
These lines are at different angles, and are two pixels wide. The problem is these lines suffer from the aliasing (jaggies) effect, as you'd expect. This is a problem for us because it means participants can use the jaggedness pattern todiscriminatebetween lines (they should be using other features). Normally I'd use full scene anti-aliasing, but the target graphics hardware is Intel HD graphics which does not support anti-aliasing.
What are my alternatives? Are there any techniques to do anti-aliasing manually?
Thanks,
Tristan
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Doraisamy_G_Intel
3,774 Views
Hi tristan256,

Yes, you can anti-alias in software. For example, here is a thread in gamedev.net where some different techniques using shaders are discussed.

Hope this helps.

Cheers,
-Ganesh
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tristan256
Beginner
3,774 Views
Hi Ganesh,
Thanks for the info.
Do you know if enablingAntialiasedLineEnable in theD3D10_RASTERIZER_DESCworks with this chipset? So far I haven't been able to get it to work.
Thanks,
Tristan
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tristan256
Beginner
3,774 Views
I've been playing around with drawingD3D10_PRIMITIVE_TOPOLOGY_LINELIST and LINESTRIP primitives and enablingAntialiasedLineEnable inD3D10_RASTERIZER_DESCbut it seems it won't do antialiasing.
Can someone please confirm that the chipset does not support this feature either?
Thanks,
Tristan
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Doraisamy_G_Intel
3,774 Views

I am not sure of this. Will check on it and get back to you soon.

Thanks,
-Ganesh

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chrisadam008
Beginner
3,774 Views

TheIntel Graphics Media Accelerator, orGMA, isIntel's current line of integratedgraphics processorsbuilt into variousmotherboardchipsets.

Theseintegrated graphicsproducts allow a computer to be built without a separategraphics card, which can reduce cost, power consumption and noise. They are commonly found on low-priced notebook and desktop computers as well as business computers, which do not need high levels of graphics capability. 90% of all PCs sold have integrated graphics.[1]They rely on the computer'smain memoryfor storage, which imposes a performance penalty, as both theCPUand GPU have to access memory over the same

The GMA line of GPUs replaces the earlier "Intel Extreme Graphics", and theIntel740line, which were discrete units in the form ofAGPandPCIcards. Later, Intel integrated the i740 core into theIntel 810chipset.

The original architecture of GMA systems supported only a few functions in hardware, and relied on the host CPU to handle at least some of the graphics pipeline, further decreasing performance. However, with the introduction of Intels 4th generation of GMA architecture (GMA X3000) in 2006, many of the functions are now built into the hardware, providing an increase in performance. The 4th generation of GMA combines fixed function capabilities with a threaded array of programmable executions units, providing advantages to both graphics and video performance. Many of the advantages of the new GMA architecture come from the ability to flexibly switch as needed between executing graphics-related tasks or video-related tasks. While GMA performance has been widely criticized in the past as being too slow forcomputer games, the latest GMA generation should ease many of those concerns for the casual gamer.

Despite similarities, Intel's main series of GMA IGPs is not based on thePowerVRtechnology Intel licensed from Imagination Technologies. Intel used the low-powerPowerVR MBXdesigns in chipsets supporting theirXScaleplatform, and since the sale of XScale in 2006 has licensed thePowerVR SGXand used it in theGMA 500IGP for use with theirAtomplatform.


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Doraisamy_G_Intel
3,775 Views
Quoting tristan256
I've been playing around with drawingD3D10_PRIMITIVE_TOPOLOGY_LINELIST and LINESTRIP primitives and enablingAntialiasedLineEnable inD3D10_RASTERIZER_DESCbut it seems it won't do antialiasing.
Can someone please confirm that the chipset does not support this feature either?
Thanks,
Tristan

Hi Tristan,

Sorry for the late response. Just got the feedback from our tech team. This feature should be supported on Intel HD Graphics (Intel Core i5 processor graphics).

Thanks,
-Ganesh

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