Part of the Khronos Group
OpenGL.org

The Industry's Foundation for High Performance Graphics

from games to virtual reality, mobile phones to supercomputers

Results 1 to 10 of 10

Thread: OpenGL and antialiasing issues

  1. #1
    Intern Newbie
    Join Date
    Apr 2009
    Posts
    35

    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

  2. #2
    Senior Member OpenGL Pro dletozeun's Avatar
    Join Date
    Jan 2006
    Location
    FRANCE
    Posts
    1,370

    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.

  3. #3
    Intern Newbie
    Join Date
    Apr 2009
    Posts
    35

    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.

  4. #4
    Senior Member OpenGL Pro dletozeun's Avatar
    Join Date
    Jan 2006
    Location
    FRANCE
    Posts
    1,370

    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.

  5. #5
    Senior Member OpenGL Pro Ilian Dinev's Avatar
    Join Date
    Jan 2008
    Location
    Watford, UK
    Posts
    1,261

    Re: OpenGL and antialiasing issues

    Renders to FBO will always happen in the AA format you want, from my experience.

  6. #6
    Intern Newbie
    Join Date
    Apr 2009
    Posts
    35

    Re: OpenGL and antialiasing issues

    Forgive my ignorance but what is FBO?

  7. #7
    Senior Member OpenGL Pro Ilian Dinev's Avatar
    Join Date
    Jan 2008
    Location
    Watford, UK
    Posts
    1,261

    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.

  8. #8
    Intern Newbie
    Join Date
    Apr 2009
    Posts
    35

    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?

  9. #9
    Senior Member OpenGL Pro Ilian Dinev's Avatar
    Join Date
    Jan 2008
    Location
    Watford, UK
    Posts
    1,261

    Re: OpenGL and antialiasing issues

    yes

  10. #10
    Intern Newbie
    Join Date
    Apr 2009
    Posts
    35

    Re: OpenGL and antialiasing issues

    Thanks.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •