hello together,
i use the accumulation buffer to get antialiasing for my scene.
but i feel like i doesnt work.
here is my code so far, for the antialiased part,
glClear(GL_ACCUM_BUFFER_BIT);
for(unsigned int i = 0; i < 10; i++) {
for(unsigned int j = 0; i < 10; i++) {
glClear(GL_DEPTH_BUFFER_BIT);
glTranslatef((i * 0.002f) - 0.002f, (j * 0.002f) - 0.002f, 0.0f);
glBindTexture(GL_TEXTURE_2D, space_box); // bind space box texture
glBegin(GL_QUADS);
glNormal3f(0.0f, 0.0f, 1.0f); // space box front; normal vector
glTexCoord2f(0.0f, 0.0f); glVertex3f( 0.5f, -0.5f, 0.5f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-0.5f, -0.5f, 0.5f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-0.5f, 0.5f, 0.5f);
glTexCoord2f(0.0f, 1.0f); glVertex3f( 0.5f, 0.5f, 0.5f);
/*glNormal3f(0.0f, 0.0f, -1.0f); // space box back; normal vector
glTexCoord2f(1.0f, 0.0f); glVertex3f( 0.5f, -0.5f, -0.5f);
glTexCoord2f(1.0f, 1.0f); glVertex3f( 0.5f, 0.5f, -0.5f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-0.5f, 0.5f, -0.5f);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-0.5f, -0.5f, -0.5f);
glNormal3f(0.0f, 1.0f, 0.0f); // space box top; normal vector
glTexCoord2f(1.0f, 1.0f); glVertex3f(-0.5f, 0.5f, -0.5f);
glTexCoord2f(0.0f, 1.0f); glVertex3f( 0.5f, 0.5f, -0.5f);
glTexCoord2f(0.0f, 0.0f); glVertex3f( 0.5f, 0.5f, 0.5f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-0.5f, 0.5f, 0.5f);
glNormal3f(0.0f, -1.0f, 0.0f); // space box bottom; normal vector
glTexCoord2f(1.0f, 1.0f); glVertex3f(-0.5f, -0.5f, 0.5f);
glTexCoord2f(0.0f, 1.0f); glVertex3f( 0.5f, -0.5f, 0.5f);
glTexCoord2f(0.0f, 0.0f); glVertex3f( 0.5f, -0.5f, -0.5f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-0.5f, -0.5f, -0.5f);
glNormal3f(1.0f, 0.0f, 0.0f); // space box right; normal vector
glTexCoord2f(1.0f, 0.0f); glVertex3f( 0.5f, -0.5f, 0.5f);
glTexCoord2f(1.0f, 1.0f); glVertex3f( 0.5f, 0.5f, 0.5f);
glTexCoord2f(0.0f, 1.0f); glVertex3f( 0.5f, 0.5f, -0.5f);
glTexCoord2f(0.0f, 0.0f); glVertex3f( 0.5f, -0.5f, -0.5f);
glNormal3f(-1.0f, 0.0f, 0.0f); // space box left; normal vector
glTexCoord2f(0.0f, 0.0f); glVertex3f(-0.5f, -0.5f, 0.5f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-0.5f, -0.5f, -0.5f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-0.5f, 0.5f, -0.5f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-0.5f, 0.5f, 0.5f);*/
glEnd();
glTranslatef(-((i * 0.002f) - 0.002f), -((j * 0.002f) - 0.002f), 0.0f);
glAccum(GL_ACCUM, 1.0f / 100);
}
}
glAccum(GL_RETURN, 1.0f);
how u can see, id draw one quad inside it.
and here a pic of how it looks like,
http://s1.directupload.net/file/d/2995/yg2m58l5_jpg.htm
i hope u can help me and tell me what i did wrong, thanks.