LiteFX::Rendering::IRenderPipeline::alphaToCoverage¶
Returns true, if the pipeline uses Alpha-to-Coverage multi-sampling.
Synopsis¶
Declared in <litefx/rendering_api.hpp>
[[dllimport, dllexport]] virtual bool alphaToCoverage() const noexcept = 0;
Description¶
Alpha-to-Coverage is a multi-sampling technique used for partially transparent sprites or textures (such as foliage) to prevent visible flickering along edges. If enabled, the alpha-channel of the first (non-depth/stencil) render target is used to generate a temporary coverage mask that is combined with the fragment coverage mask using a logical AND.
Return Value¶
true, if the pipeline uses Alpha-to-Coverage multi-sampling.
See Also¶
https://bgolus.medium.com/anti-aliased-alpha-test-the-esoteric-alpha-to-coverage-8b177335ae4f
https://en.wikipedia.org/wiki/Alpha_to_coverage
https://www.khronos.org/registry/vulkan/specs/1.2-extensions/html/vkspec.html#fragops-covg
https://docs.microsoft.com/en-us/windows/win32/direct3d11/d3d10-graphics-programming-guide-blend-state#alpha-to-coverage