# \#antialiasing

**URL:** https://discourse.threejs.org/tag/antialiasing/302.md

[Latest](https://discourse.threejs.org/latest.md) · [Categories](https://discourse.threejs.org/categories.md) · [Tags](https://discourse.threejs.org/tags.md)

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## [Three.js maintainers: Can we make antialiasing toggleable at runtime?](https://discourse.threejs.org/t/three-js-maintainers-can-we-make-antialiasing-toggleable-at-runtime/93836)

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**Author:** [@torrent](https://discourse.threejs.org/u/torrent)\
**Replies:** 1\
**Last updated:** [August 27, 2026, 8:02pm UTC](https://discourse.threejs.org/t/three-js-maintainers-can-we-make-antialiasing-toggleable-at-runtime/93836 "2026-08-27T20:02:30Z")

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@mrdoob @Mugen87 @sunag @donmccurdy @gkjohnson Antialiasing in three.js is enabled or disabled in the constructor options to WebGLRenderer or WebGPURenderer: const webGLRenderer = new THREE.WebGLRenderer({ antialias:…

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## [WebGPU Line2 artifacts when antialias is true](https://discourse.threejs.org/t/webgpu-line2-artifacts-when-antialias-is-true/91645)

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**Author:** [@rndmguy-91](https://discourse.threejs.org/u/rndmguy-91)\
**Replies:** 2\
**Last updated:** [May 18, 2026, 9:00am UTC](https://discourse.threejs.org/t/webgpu-line2-artifacts-when-antialias-is-true/91645 "2026-05-18T09:00:26Z")

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Hello guys, i am working on an a migration to webgpu at the moment. I have an issue with the Line2. Using WebGPU with active antialias creates artifacts on the caps of the lines: https://codesandbox.io/p/sandbox/thr…

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## [Temporal Upscaling (WebGPU)](https://discourse.threejs.org/t/temporal-upscaling-webgpu/89989)

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**Author:** [@Usnul](https://discourse.threejs.org/u/Usnul)\
**Replies:** 4\
**Last updated:** [May 9, 2026, 2:05am UTC](https://discourse.threejs.org/t/temporal-upscaling-webgpu/89989 "2026-05-09T02:05:51Z")

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Been working on extending Shade’s TAA (Temporal Anti-Aliasing) implementation to also perform upscaling wanted to share some thoughts. Ground truth (TAA at 100% resolution) Most modern upscalers like XeSS from Intel…

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## [Combine OutlinePass and multisampled WebGLRenderTarget](https://discourse.threejs.org/t/combine-outlinepass-and-multisampled-webglrendertarget/86482)

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**Author:** [@Eisenbert](https://discourse.threejs.org/u/Eisenbert)\
**Replies:** 7\
**Last updated:** [August 26, 2025, 7:55am UTC](https://discourse.threejs.org/t/combine-outlinepass-and-multisampled-webglrendertarget/86482 "2025-08-26T07:55:54Z")

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Hello, by using multisampled render target for EffectComposer my scene renders really nice… except for the OutlinePass, which has no anti aliasing at all (see screenshot below). I tried adding SMAAPass and/or FXAAPass af…

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## [Combine antialised render target texture with not antialised texture](https://discourse.threejs.org/t/combine-antialised-render-target-texture-with-not-antialised-texture/83402)

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**Author:** [@GUESTJS](https://discourse.threejs.org/u/GUESTJS)\
**Replies:** 2\
**Last updated:** [May 31, 2025, 9:45pm UTC](https://discourse.threejs.org/t/combine-antialised-render-target-texture-with-not-antialised-texture/83402 "2025-05-31T21:45:26Z")

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Many objects like grass meshes, rocks and so on start flickering/jittering on a distance during a camera movement. The only thing that solves this problem is hardware antialiasing like msaa or ssaa. But due to perfomance…

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## [Specular aliasing with high frequency normal map details](https://discourse.threejs.org/t/specular-aliasing-with-high-frequency-normal-map-details/73234)

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**Author:** [@aaaidan](https://discourse.threejs.org/u/aaaidan)\
**Replies:** 16\
**Last updated:** [May 2, 2025, 12:36am UTC](https://discourse.threejs.org/t/specular-aliasing-with-high-frequency-normal-map-details/73234 "2025-05-02T00:36:09Z")

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I’m running into what seems like specular aliasing, and I’m wondering if this is expected, and whether there’s any obvious way to mitigate it. I have a shiny material with a normal map, which has some high intensity, hi…

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## [How to antialias the sdf edge?](https://discourse.threejs.org/t/how-to-antialias-the-sdf-edge/73976)

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**Author:** [@no\_id](https://discourse.threejs.org/u/no_id)\
**Replies:** 0\
**Last updated:** [November 13, 2024, 2:41pm UTC](https://discourse.threejs.org/t/how-to-antialias-the-sdf-edge/73976 "2024-11-13T14:41:48Z")

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I was trying smooth the edge using fwidth and smoothstep for anti alias and it obviously works for particles but I just don’t how to get the distance to the edge of the sdf shape in this case a sphere radius of 1. I …

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## [Brand new demo: Featuring Lanczos Super Resolution (LSR)!](https://discourse.threejs.org/t/brand-new-demo-featuring-lanczos-super-resolution-lsr/73002)

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**Author:** [@thejoedohn](https://discourse.threejs.org/u/thejoedohn)\
**Replies:** 1\
**Last updated:** [October 21, 2024, 8:46pm UTC](https://discourse.threejs.org/t/brand-new-demo-featuring-lanczos-super-resolution-lsr/73002 "2024-10-21T20:46:25Z")

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My previous post never actually appeared, which I’m unsure as to the reason for this, but I’m giving it another shot here:

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## [FatLineEdges not affected by composer antialiasing](https://discourse.threejs.org/t/fatlineedges-not-affected-by-composer-antialiasing/64102)

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**Author:** [@mrc.mueller](https://discourse.threejs.org/u/mrc.mueller)\
**Replies:** 4\
**Last updated:** [April 16, 2024, 12:35pm UTC](https://discourse.threejs.org/t/fatlineedges-not-affected-by-composer-antialiasing/64102 "2024-04-16T12:35:01Z")

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Hi everyone, for my project I am forced to use the composer, however, the FatLineEdges simply do not get antialiased when using the composer (default msaa antialisiasing works though). I tested various antialiasing tec…

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## [Texture are Darker on Initial Load (while using post-processing).what am I missing here?](https://discourse.threejs.org/t/texture-are-darker-on-initial-load-while-using-post-processing-what-am-i-missing-here/31235)

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**Author:** [@SeeOn](https://discourse.threejs.org/u/SeeOn)\
**Replies:** 3\
**Last updated:** [March 28, 2024, 11:27am UTC](https://discourse.threejs.org/t/texture-are-darker-on-initial-load-while-using-post-processing-what-am-i-missing-here/31235 "2024-03-28T11:27:23Z")

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I am using same Gltf/glb model twice for my simplicity I am using Sphere model The initial load with texture from gltf/glb Traversing through the gltf/glb and applying the same texture by doing this Here is the …

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## [Performance of different antialiasing techniques](https://discourse.threejs.org/t/performance-of-different-antialiasing-techniques/56740)

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**Author:** [@new](https://discourse.threejs.org/u/new)\
**Replies:** 11\
**Last updated:** [February 22, 2024, 10:37pm UTC](https://discourse.threejs.org/t/performance-of-different-antialiasing-techniques/56740 "2024-02-22T22:37:05Z")

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I am trying to optimize performance vs. rendering quality for my app and antialiasing is critical. There are many antialiasing techniques. In my case I realized that post-processing passes work much better than the defau…

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## [EffectComposer dulls lighting effects](https://discourse.threejs.org/t/effectcomposer-dulls-lighting-effects/60408)

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**Author:** [@ninjz](https://discourse.threejs.org/u/ninjz)\
**Replies:** 6\
**Last updated:** [January 17, 2024, 10:24pm UTC](https://discourse.threejs.org/t/effectcomposer-dulls-lighting-effects/60408 "2024-01-17T22:24:14Z")

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So I’m using three-js on my React Native application via react-three-fiber and adding EffectComposer through react-processing. I am trying to use anti-aliasing so that I can avoid jagged edges on my character models but…

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## [Anti-aliasing not working on iOS and Android in React Native](https://discourse.threejs.org/t/anti-aliasing-not-working-on-ios-and-android-in-react-native/58951)

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**Author:** [@ninjz](https://discourse.threejs.org/u/ninjz)\
**Replies:** 0\
**Last updated:** [December 6, 2023, 9:42am UTC](https://discourse.threejs.org/t/anti-aliasing-not-working-on-ios-and-android-in-react-native/58951 "2023-12-06T09:42:52Z")

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I’ve tried enabling antialias on my scene in React Native and it doesn’t seem to be working. I have a 3d character model rendered and the edges still look jagged. Does antialias not work in React Native or am I missing s…

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## [SMAAPass fragment shader does gamma correction. Is it correct?](https://discourse.threejs.org/t/smaapass-fragment-shader-does-gamma-correction-is-it-correct/56818)

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**Author:** [@LR17](https://discourse.threejs.org/u/LR17)\
**Replies:** 23\
**Last updated:** [October 10, 2023, 4:01pm UTC](https://discourse.threejs.org/t/smaapass-fragment-shader-does-gamma-correction-is-it-correct/56818 "2023-10-10T16:01:54Z")

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I have an issue using SMMAPass with a renderer set with alpha: true. The borders between solid/transparency have white edges when drawn over a light color background (does not happen over a black background). I found th…

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## [Antialiasing problem : thin light reflections on objects edges look jagged](https://discourse.threejs.org/t/antialiasing-problem-thin-light-reflections-on-objects-edges-look-jagged/30713)

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**Author:** [@Pedronimo](https://discourse.threejs.org/u/Pedronimo)\
**Replies:** 14\
**Last updated:** [October 18, 2021, 8:26am UTC](https://discourse.threejs.org/t/antialiasing-problem-thin-light-reflections-on-objects-edges-look-jagged/30713 "2021-10-18T08:26:28Z")

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Does anyone have an idea to apply antialias in this case ? https://codepen.io/Pierre33300/pen/MWoNKxv Aliasing is very disturbing when the objects are animated, especially when the reflect of the light is on the o…

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## [My model have weird jaggered edges while on display](https://discourse.threejs.org/t/my-model-have-weird-jaggered-edges-while-on-display/56157)

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**Author:** [@arjun\_lokesh](https://discourse.threejs.org/u/arjun_lokesh)\
**Replies:** 2\
**Last updated:** [September 19, 2023, 2:51pm UTC](https://discourse.threejs.org/t/my-model-have-weird-jaggered-edges-while-on-display/56157 "2023-09-19T14:51:06Z")

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My models when viewed in three js scene happen to have weird jaggered edges/artifacts in its borders even though its smooth while I exported it from blender in gltf format. i shall put some screenshots of my hdri a…

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## [How to get rid of pixelated edges of object](https://discourse.threejs.org/t/how-to-get-rid-of-pixelated-edges-of-object/48255)

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**Author:** [@malqanis](https://discourse.threejs.org/u/malqanis)\
**Replies:** 2\
**Last updated:** [February 20, 2023, 8:07pm UTC](https://discourse.threejs.org/t/how-to-get-rid-of-pixelated-edges-of-object/48255 "2023-02-20T20:07:33Z")

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Hi, I create object inside of blender and exported it as gltf so it can be used in Three.JS, but I get some strange pixelated edges on my object like so: I don’t know if that’s just what WebGL is like or is there som…

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## [TAA and SSR combination](https://discourse.threejs.org/t/taa-and-ssr-combination/44261)

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**Author:** [@GrikFreak](https://discourse.threejs.org/u/GrikFreak)\
**Replies:** 0\
**Last updated:** [November 2, 2022, 11:59am UTC](https://discourse.threejs.org/t/taa-and-ssr-combination/44261 "2022-11-02T11:59:53Z")

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I’m having some problems to integrate these pp methods, i wrote this target = new THREE.WebGLRenderTarget( innerWidth, innerHeight, { format: THREE.RGBAFormat, type: THREE.FloatType } ); composer = new EffectCompos…

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## [SSRPass with any form of Antialiasing?](https://discourse.threejs.org/t/ssrpass-with-any-form-of-antialiasing/32598)

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**Author:** [@SkyeShark](https://discourse.threejs.org/u/SkyeShark)\
**Replies:** 1\
**Last updated:** [December 12, 2021, 5:01pm UTC](https://discourse.threejs.org/t/ssrpass-with-any-form-of-antialiasing/32598 "2021-12-12T17:01:40Z")

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I know from some previous posts that I found on the forum that gonnavis is still working on SSRPass’s compatibility with other composer passes, but has anyone got it working with any of the antialiasing methods yet?

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## [Antialiasing and logarithmic depth buffer](https://discourse.threejs.org/t/antialiasing-and-logarithmic-depth-buffer/31295)

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**Author:** [@phtj](https://discourse.threejs.org/u/phtj)\
**Replies:** 2\
**Last updated:** [November 4, 2021, 5:05am UTC](https://discourse.threejs.org/t/antialiasing-and-logarithmic-depth-buffer/31295 "2021-11-04T05:05:43Z")

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We are having an issue with antialiasing when the depth buffer is switched on. We are using 0.131.3 The issue: If logarithmicDepthBuffer: true , then the line quality is bad, but when zoomed out, the lines will have …

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## [Looking for help (aliasing issue)](https://discourse.threejs.org/t/looking-for-help-aliasing-issue/30858)

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**Author:** [@Pedronimo](https://discourse.threejs.org/u/Pedronimo)\
**Replies:** 0\
**Last updated:** [October 15, 2021, 2:40pm UTC](https://discourse.threejs.org/t/looking-for-help-aliasing-issue/30858 "2021-10-15T14:40:15Z")

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Hi everyone, Very simple job : if you find the solution to take off the aliasing, you get 350$. (Aliasing is very disturbing when the objects are animated, especially when the reflect of the light is on the objects e…

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## [Flickering in mobile with antialias!](https://discourse.threejs.org/t/flickering-in-mobile-with-antialias/27808)

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**Author:** [@GDOR-11](https://discourse.threejs.org/u/GDOR-11)\
**Replies:** 3\
**Last updated:** [July 7, 2021, 7:59pm UTC](https://discourse.threejs.org/t/flickering-in-mobile-with-antialias/27808 "2021-07-07T19:59:09Z")

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I am making a fibonacci sphere, but when i zoomed out it was flickering too much. The first thing I’ve done was using antialias, and then flickering stopped, as normal, but then i checked on my cellphone and it was flick…

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## [MultiRenderTarget 2 XR](https://discourse.threejs.org/t/multirendertarget-2-xr/25417)

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**Author:** [@11147](https://discourse.threejs.org/u/11147)\
**Replies:** 2\
**Last updated:** [April 16, 2021, 4:47pm UTC](https://discourse.threejs.org/t/multirendertarget-2-xr/25417 "2021-04-16T16:47:17Z")

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Hello! Looking for any ideas on how to get extra antialiasing in XR / VR MultiRenderTarget gives best results and I hope it should be really fine, but as I know there is no way to use MultiRenderTarget at screen witho…

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## [Anti-Alias not working on smaller Scene](https://discourse.threejs.org/t/anti-alias-not-working-on-smaller-scene/23686)

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**Author:** [@S33](https://discourse.threejs.org/u/S33)\
**Replies:** 1\
**Last updated:** [February 21, 2021, 10:31am UTC](https://discourse.threejs.org/t/anti-alias-not-working-on-smaller-scene/23686 "2021-02-21T10:31:44Z")

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Is there a trick for getting anti-aliasing to work properly on smaller scenes - which are overlaid on top of big scenes? Check out this fiddle here: https://jsfiddle.net/gilomer88/j974zmq0/6/ When you tap on any of the…

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## [FXAA \< WebGLRenderer({ antialias: true })](https://discourse.threejs.org/t/fxaa-webglrenderer-antialias-true/21175)

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**Author:** [@Fluqz](https://discourse.threejs.org/u/Fluqz)\
**Replies:** 8\
**Last updated:** [December 3, 2020, 6:00pm UTC](https://discourse.threejs.org/t/fxaa-webglrenderer-antialias-true/21175 "2020-12-03T18:00:33Z")

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Hey, I compared the FXAA shader pass with the standard WebGLRenderer antialiasing here https://jsfiddle.net/cLq6t4s7/7/ You can see that the FXAA is worse than the standard antialiasing. Why is that? I didnt find much i…

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## [Awful aliasing when using post processing](https://discourse.threejs.org/t/awful-aliasing-when-using-post-processing/8596)

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**Author:** [@SBRK](https://discourse.threejs.org/u/SBRK)\
**Replies:** 13\
**Last updated:** [October 10, 2020, 5:27pm UTC](https://discourse.threejs.org/t/awful-aliasing-when-using-post-processing/8596 "2020-10-10T17:27:47Z")

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Hi, I want to use an outline effect, so I used postprocessing for my render, but the problem is it adds awful aliasing. Adding an FXAA or SMAA pass doesn’t help, it’s still very ugly. Is there a way to use postprocessi…

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## [Texture atlas (custom UV mapping) causing artifacts/bleed at edges](https://discourse.threejs.org/t/texture-atlas-custom-uv-mapping-causing-artifacts-bleed-at-edges/16961)

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**Author:** [@JoeyMorani](https://discourse.threejs.org/u/JoeyMorani)\
**Replies:** 2\
**Last updated:** [July 11, 2020, 1:59pm UTC](https://discourse.threejs.org/t/texture-atlas-custom-uv-mapping-causing-artifacts-bleed-at-edges/16961 "2020-07-11T13:59:02Z")

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Hi. I’m using a single texture (basis format, 512x512px) as a texture atlas and then modifying the UV of a geometry to only show a single 128x128px area of that texture. var uv = new Float32Array(\[0.25, 0, // top right …

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## [What AA method does antialias = true use?](https://discourse.threejs.org/t/what-aa-method-does-antialias-true-use/15146)

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**Author:** [@marquizzo](https://discourse.threejs.org/u/marquizzo)\
**Replies:** 6\
**Last updated:** [May 19, 2020, 8:03am UTC](https://discourse.threejs.org/t/what-aa-method-does-antialias-true-use/15146 "2020-05-19T08:03:19Z")

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When rendering directly to canvas, using renderer.antialias = true; gives you nice results. However, when rendering to a WebGLRenderTarget, you lose this built-in antialiasing mechanism. My question is, what anti-aliasi…

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## [Manual MSAA pass doesn't work with Outline pass?](https://discourse.threejs.org/t/manual-msaa-pass-doesnt-work-with-outline-pass/12539)

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**Author:** [@Julianouyang](https://discourse.threejs.org/u/Julianouyang)\
**Replies:** 3\
**Last updated:** [February 5, 2020, 2:42pm UTC](https://discourse.threejs.org/t/manual-msaa-pass-doesnt-work-with-outline-pass/12539 "2020-02-05T14:42:21Z")

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Hello guys, I’m using postprocessing to implement an outline effect. Most part of my app would be similar to the official Three.js example. The only difference is that I refer to ManualMSAA instead of FXAA for anti-alias…

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## [Questions about the FXAA shader](https://discourse.threejs.org/t/questions-about-the-fxaa-shader/12422)

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**Author:** [@felixmariotto](https://discourse.threejs.org/u/felixmariotto)\
**Replies:** 8\
**Last updated:** [January 31, 2020, 1:57am UTC](https://discourse.threejs.org/t/questions-about-the-fxaa-shader/12422 "2020-01-31T01:57:08Z")

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Hi all, There is something I don’t understand about the FXAA shader. Sometimes it blurs edges, and sometimes not. On the following screenshot that I took today on https://threejs.org/examples/, the green edge is blurred…

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