From: Jeff E. <je...@us...> - 2000-12-26 03:22:38
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Aside from accumulation buffer (t-buffer) and similar tricks, OpenGL provides for polygon antialiasing by selecting the following bits of state: // enable polygon antialiasing glBlendFunc( GL_SRC_ALPHA_SATURATE, GL_ONE ); glEnable( GL_BLEND ); glEnable( GL_POLYGON_SMOOTH ); and additionally rendering all polys in depth-sorted order. It's my understanding that Quake uses a BSP tree with additional visibility information to cull portions of the tree. One property of a BSP tree is that you can extract polygons in a depth-sorted order (Thus, BSP trees were suitable for rendering with painters algorithm, avoiding the need for a Z-buffer -- back in the "doom" timeframe, I guess) Entities might have their polys sorted each frame, or not be antialiased at all. Anyone know of a reason not to spend some time trying to implement this? Jeff |