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From: James W. <ja...@fr...> - 2009-08-26 17:31:59
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Sean McBride wrote: > On 8/25/09 1:52 PM, James Walker said: > >>> No, it's not needed. The current way to do FSAA requires both a >>> kQ3AntiAliasModeMaskFullScreen style, and using >>> kQ3DrawContextPropertyGLPixelFormat to provide a pixel format that >>> supports multisampling. The Cocoa example program illustrates this. I >>> guess we don't have a Carbon sample that does it, but it's pretty much >>> the same. >> Oops, I oversimplified. IRUpdate.c would need to be updated to handle >> antialias styles like QOUpdate.cpp does. > > I must say I don't really follow (no doubt because I don't really know > what the code in question does, nor do I use it). Would it be feasible > to change it to use only plain-gl calls (or CGL) instead of AGL calls? I have just committed a change to IRUpdate.c and IRPrefix.h to make the IR do FSAA using plain GL calls, like the OpenGL renderer does. -- James W. Walker, Innoventive Software LLC <http://www.frameforge3d.com/> |