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From: Mikey <im...@be...> - 2005-07-31 13:33:18
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I was playing around with Geom Test and one of the things I noticed
is that when you turn on filled anti-aliasing, nothing really
changes: the edges of everything drawn are still jaggy. (I recommend
switching to a flat shaded object such as the Mesh to really see that
nothing is changing.)
While trying to figure out what was wrong, I read in the OpenGL
Programming Guide about the following code to enable polygon anti-
aliasing:
glEnable(GL_POLYGON_SMOOTH)
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
The GL_POLYGON_SMOOTH code appears to be implemented by Quesa, but
the other two functions don't appear to get called unless you're
rendering transparent objects. Just to see what would happen, I
added missing functions to my rendering code and the jaggies finally
went bye-bye. Unfortunately, doing this introduces gaps between
triangles because it starts blending all triangle edges, not just
ones on the where it's needed.
Any ideas on how to add this type of blended anti-aliasing to Quesa?
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