Original Post
Hi guys,
Even though I'm rendering in 3D I have an essentially 2D game, objects can only move along X and Y and rotate around Z.
I'm applying a simple per-pixel phong shader (diffuse, specular) to my objects which looks nice but is causing flickering when the objects move slowly. Anything under multisampling 8x flickers a lot, even 8x causes visual problems.
If I used normal maps for the details instead of actual geometry would it flicker less ? Would a post-processing anti-alaising technique minimize this ? What about a different, better shader ? Maybe you guys have some ideas ?
Also, is it safe to say most semi-modern vidcards are capable of multisampling 8x or better ?
I really need to fix this somehow.
Thanks.
Even though I'm rendering in 3D I have an essentially 2D game, objects can only move along X and Y and rotate around Z.
I'm applying a simple per-pixel phong shader (diffuse, specular) to my objects which looks nice but is causing flickering when the objects move slowly. Anything under multisampling 8x flickers a lot, even 8x causes visual problems.
If I used normal maps for the details instead of actual geometry would it flicker less ? Would a post-processing anti-alaising technique minimize this ? What about a different, better shader ? Maybe you guys have some ideas ?
Also, is it safe to say most semi-modern vidcards are capable of multisampling 8x or better ?
I really need to fix this somehow.
Thanks.