jameswh
09-17-2008, 02:21 PM
hi
when rendering a quad with the following settings, i have the problem that the antialiasing not only occurs on the edges of the quad, but visibly on the edges of the triangles which make up the quad.
glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST);
glEnable(GL_POLYGON_SMOOTH);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
i have the same problem when making a solid circle from a triangle fan, when i enable antialiasing i can actually see the outline of each fan
is there any way to avoid this???
thanks in advance
james
when rendering a quad with the following settings, i have the problem that the antialiasing not only occurs on the edges of the quad, but visibly on the edges of the triangles which make up the quad.
glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST);
glEnable(GL_POLYGON_SMOOTH);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
i have the same problem when making a solid circle from a triangle fan, when i enable antialiasing i can actually see the outline of each fan
is there any way to avoid this???
thanks in advance
james