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Kenneth Arcieri's Blog


Hobbyist game developer with a primary interest in voxel looking graphics and procedural asset creation.


Member Blogs

Posted by Kenneth Arcieri on Mon, 21 Jul 2014 10:17:00 EDT in Programming, Console/PC, Indie
Procedural shaders don't share the same luxuries as texture maps when it comes to antialiasing. In this post I explain how I implemented a antialiasing method called "frequency clamping" to remove undesired artifacts from my materials.

Kenneth Arcieri's Comments

Comment In: [Blog - 07/21/2014 - 10:17]

Sorry about that. Fixed ...

Sorry about that. Fixed

Comment In: [News - 08/12/2011 - 01:39]

My thoughts exactly too. How ...

My thoughts exactly too. How can you patent a game type