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From: SourceForge.net <no...@so...> - 2007-12-12 07:40:21
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Bugs item #902982, was opened at 2004-02-23 13:05 Message generated for change (Comment added) made by jwwalker You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442052&aid=902982&group_id=45158 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None >Status: Pending >Resolution: Fixed Priority: 5 Private: No Submitted By: Dair Grant (grantd) >Assigned to: James W. Walker (jwwalker) Summary: Support FSAA through arb_multisample Initial Comment: The kQ3AntiAliasModeMaskFullScreen style should be implemented with the arb_multisample extension where available (e.g., in Jaguar) rather than an ATI specific enum. This will let us support FSAA on both ATI and nvidia cards (and will also be portable, unlike the ATI enum). ---------------------------------------------------------------------- >Comment By: James W. Walker (jwwalker) Date: 2007-12-11 23:40 Message: Logged In: YES user_id=433183 Originator: NO There is now an implementation for the OpenGL renderer on Mac (Carbon) and Windows. It requires that the client supply the platform-dependent pixel format in a draw context property. ---------------------------------------------------------------------- Comment By: Michael Sullivan (imikey) Date: 2005-08-09 02:03 Message: Logged In: YES user_id=836812 This was discussed recently on the quesa-develop list and it was successfully implemented using a different technique than what was described in the original bug... ----------------------------------------------------- I took a shot at getting multisampling working after reading Apple"s FSAA technote (http://developer.apple.com/qa/qa2001/qa1268.html) and it turned out to be pretty easy. I added the following lines in gldrawcontext_mac_new() just before the AGL_DOUBLEBUFFER attribute is set: glAttributes[numAttributes++] = AGL_ACCELERATED; glAttributes[numAttributes++] = AGL_NO_RECOVERY; glAttributes[numAttributes++] = AGL_SAMPLES_ARB; glAttributes[numAttributes++] = (GLint)4; glAttributes[numAttributes++] = AGL_SAMPLE_BUFFERS_ARB; glAttributes[numAttributes++] = (GLint)1; Surprisingly, that was all that was necessary despite the fact that the technote stated that you needed to enable it with code such as: glEnable(GL_MULTISAMPLE_ARB); glHint( GL_MULTISAMPLE_FILTER_HINT_NV, GL_NICEST ); As far as I can tell, multisampling is more intensive in both time and memory than the GL_BLEND approach, but the results are quite excellent. [stuff deleted] On 31-Jul-2005, at 2:35 PM, James W. Walker wrote: > On Jul 31, 2005, at 6:33 AM, Mikey wrote: > >> 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? > > I don"t know about that type of antialiasing, but we do have an > open bug, 902982, suggesting that we do antialiasing a different > way, using GL_ARB_multisample. ----------------------------------------------------- On Aug 4, 2005, at 11:58 PM, Mikey wrote: > Does that mean we need to create a new type of style that"s for the > entire scene displayed in the window/full-screen? Or should this > be a draw context flag? A flag on the draw context or renderer would make more sense to me. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442052&aid=902982&group_id=45158 |