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From: James W. <ja...@fr...> - 2007-12-12 00:17:31
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I've added support for full-screen antialiasing via the OpenGL multisampling feature. It is implemented for Mac-Carbon and Windows in the OpenGL renderer and derived renderers. However, it's not quite as simple as submitting a kQ3AntiAliasModeMaskFullScreen style object. When setting up the draw context, you must provide a multisample-capable pixel format (by platform-dependent means) as an object property of type kQ3DrawContextPropertyGLPixelFormat. The extra complication is mostly due to Windows. On Windows, in order to get an appropriate function pointer, you must first get a function pointer to wglChoosePixelFormatARB, and in order to get that, you must already have an OpenGL context set up. So the typical routine would involve creating a dummy window, getting the function pointer, destroying the dummy window, and then proceeding to set up the window you really want to use. I didn't want Quesa to get into the business of creating and destroying windows. -- James W. Walker, Innoventive Software LLC <http://www.frameforge3d.com/> |