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OpenGL and antialiasing issues
I have heard reports that antialiasing is a bit of a problem with OpenGL because application settings can be overridden by the graphics card configuration. Is this correct? Is there a way to force antialiasing to be always on? And, are current OpenGL antialiasing techniques as good as traditional CPU-based techniques?
Thanks,
-Qu0ll
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Senior Member
OpenGL Pro
Re: OpenGL and antialiasing issues
As far as I know there is no cross-platform way to enable on the driver side antialiasing through opengl extensions.
The ARB_multisample extension may interest you to perform antialiasing with multisampling.
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Re: OpenGL and antialiasing issues
Thanks for the reply. When you say there is no cross-platform way, are you saying that there is a way but it requires platform-specific code? I don't see that as a major problem.
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Senior Member
OpenGL Pro
Re: OpenGL and antialiasing issues
Actually I was thinking of glx or wgl extensions but at first sight I do not see anything about that.
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Senior Member
OpenGL Pro
Re: OpenGL and antialiasing issues
Renders to FBO will always happen in the AA format you want, from my experience.
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Re: OpenGL and antialiasing issues
Forgive my ignorance but what is FBO?
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Senior Member
OpenGL Pro
Re: OpenGL and antialiasing issues
http://www.gamedev.net/reference/art...rticle2331.asp
You can make a FBO be MSAA or CSAA; multisample data needs to be resolved to another FBO via framebuffer-blit.
Generally, antialiasing isn't such a piece of cake as toggling a bool.
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Re: OpenGL and antialiasing issues
OK, so in layman's terms, if I use an FBO I will be able to control the antialiasing settings from within my application. Correct?
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Senior Member
OpenGL Pro
Re: OpenGL and antialiasing issues
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Re: OpenGL and antialiasing issues
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