rockeye
07-11-2006, 03:02 AM
Hi!
Try this :
- draw a simple filled triangle in a small viewport (32x32) into a FBO of the same size with smooth-polygon activated.
- draw the same triangle in a larger window (900x900)
- display the FBO color texture on a full screen quad
This is what I obtained :
Rasterization bug (http://alfflife.free.fr/images/rasterBug.jpg)
I have circled some artefacts.
The red area shows the antialiased-off-screen-rendered-triangle-cover with saturated alpha channel.
The white part is the same triangle in full screen.
In opengl2.0 spec, it's clearly written :" Polygon antialiasing rasterizes a polygon by producing a fragment wherever the interior of the polygon intersects that fragment’s square."
I must precised that the test above works perfectly with points and lines. The rules described in the spec are correctly followed.
I use no polygonOffset, culling or whatever...
GLX info :
OpenGL vendor string: NVIDIA Corporation
OpenGL renderer string: GeForce 7800 GT/PCI/SSE2
OpenGL version string: 2.0.2 NVIDIA 87.62
Actually, I don't want to solve this problem (although it would be better...), but is it a well known bug or is it come from a particular implementation ???
Try this :
- draw a simple filled triangle in a small viewport (32x32) into a FBO of the same size with smooth-polygon activated.
- draw the same triangle in a larger window (900x900)
- display the FBO color texture on a full screen quad
This is what I obtained :
Rasterization bug (http://alfflife.free.fr/images/rasterBug.jpg)
I have circled some artefacts.
The red area shows the antialiased-off-screen-rendered-triangle-cover with saturated alpha channel.
The white part is the same triangle in full screen.
In opengl2.0 spec, it's clearly written :" Polygon antialiasing rasterizes a polygon by producing a fragment wherever the interior of the polygon intersects that fragment’s square."
I must precised that the test above works perfectly with points and lines. The rules described in the spec are correctly followed.
I use no polygonOffset, culling or whatever...
GLX info :
OpenGL vendor string: NVIDIA Corporation
OpenGL renderer string: GeForce 7800 GT/PCI/SSE2
OpenGL version string: 2.0.2 NVIDIA 87.62
Actually, I don't want to solve this problem (although it would be better...), but is it a well known bug or is it come from a particular implementation ???