启用抗锯齿绘制 Primitives Monogame

如何解决启用抗锯齿绘制 Primitives Monogame

我正在尝试使用 Monogame 绘制三角形基元并启用 AA。但是,我得到了这个结果 - Jagged Triangle

我想要一个具有平滑抗锯齿边缘的三角形。

这是我的代码,其中我已经启用了 AA 并正确设置了所有内容(可能不是,因为线条仍然非常参差不齐)-

using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;

namespace Game1
{
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;

        VertexBuffer vertexBuffer;

        BasicEffect basicEffect;

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {

            graphics.PreferMultiSampling = true;
            graphics.GraphicsProfile = GraphicsProfile.HiDef;

            graphics.ApplyChanges();

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch,which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            basicEffect = new BasicEffect(GraphicsDevice);

             VertexPositionColor[] vertices = new[]{new VertexPositionColor(new Vector3(160.0f,200.0f,0),Color.Red),new VertexPositionColor(new Vector3(200.0f,140.0f,Color.Green),new VertexPositionColor(new Vector3(250.0f,Color.Blue) };

            vertexBuffer = new VertexBuffer(GraphicsDevice,typeof(VertexPositionColor),3,BufferUsage.WriteOnly);
            vertexBuffer.SetData<VertexPositionColor>(vertices);
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,/// checking for collisions,gathering input,and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            basicEffect.World = Matrix.CreateOrthographicOffCenter(0,GraphicsDevice.Viewport.Width,GraphicsDevice.Viewport.Height,1); 
            basicEffect.VertexColorEnabled = true;

            GraphicsDevice.SetVertexBuffer(vertexBuffer);

            RasterizerState rasterizerState = new RasterizerState();
            rasterizerState.CullMode = CullMode.None;
            GraphicsDevice.RasterizerState = rasterizerState;

            foreach (EffectPass pass in basicEffect.CurrentTechnique.Passes)
            {
                pass.Apply();
                GraphicsDevice.DrawPrimitives(PrimitiveType.TriangleList,1);
            }

            base.Draw(gameTime);
        }
    }
}

`

解决方法

最简单的解决方案是将图元渲染到两倍大小的渲染目标,然后将目标渲染到屏幕的一半大小。

调整大小过滤将为您处理抗锯齿。

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