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31337
05-16-2003, 04:17 PM
How do I pull off full screen antialiasing with GL? I would like to do it through hardware. My initial thought was to look at the stencil buffer (or the frame buffer, whichever one stores the *FINAL* image put to the screen), and modify it based on a simple antialiasing algorithm I put together. However after thinking for a little bit I realized that that would be software calculated FSAA and not cool.

I seem to be confused on how to get effects processed by the GPU. How does my compiler know what I want to be done by the GPU and what needs to be done by the CPU?

My teacher said that it was a very hardware specific process, however there has to be a better way. Thanks

NitroGL
05-16-2003, 04:32 PM
Depending on the card, you can use WGL_ARB_multisample to control the FSAA, but it doesn't work on all cards (mostly the newer cards, GeForce3+, Radeon 9500+, and a few others).

Ostsol
05-16-2003, 04:32 PM
If your video card supports it there's the ARB_multisample extension. . . I've never used it, myself, though.

EDIT: Doh! By a couple seconds. . .

[This message has been edited by Ostsol (edited 05-16-2003).]

31337
05-20-2003, 07:17 PM
Do either of you guys have a link to where I can find out more?

NitroGL
05-20-2003, 09:13 PM
http://www.area3d.net/file.php?filename=nitrogl/base.c

It supports the multisample extension (I wrote it awhile ago, and it's kind of out of data compared to my current base code).

31337
05-21-2003, 05:25 AM
Its kindof hard to understand your code, isn't there any documentation on this whole ARB business?

NitroGL
05-21-2003, 06:35 AM
The specs:
http://oss.sgi.com/projects/ogl-sample/registry/index.html