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Rendering · guide

Multisampling

What a document says to draw a pass at 4× and where the samples go afterwards — the resolve pair, the sample counts that all have to agree, the two textures that are deliberately not interchangeable, and why depth resolves by a named rule rather than by averaging.

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  • The post-processing node kinds — Every screen-space effect a compositor document can name, what each one reads, and the order they have to run in.
  • SMAA — Subpixel morphological antialiasing — three passes that find the whole edge, walk it to both ends and look the coverage up, rather than guessing a direction from one neighbourhood.
  • Choosing a frame — The two-audience story — start with the Standard Frame's knobs, explode the document when you need surgery, and hand-author only when the frame itself is the subject.
  • A pass that reads the frame so far — Two ways for a pass to consume its own output — a snapshot of a target inside one frame, and a pair of targets alternating across them — and why both are resources the render graph owns rather than barriers somebody remembers.