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MatrixCubed

FSAA

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MatrixCubed    199
Hey all, I''ve been reading up on full scene anti-aliasing, and I''d like to make the feature available in our game engine. I came across a demo which uses the following lines to enable it, however I can''t seem to duplicate the feature in my own code. glHint(GL_MULTISAMPLE_FILTER_HINT_NV, GL_NICEST); glEnable(GL_MULTISAMPLE_ARB); I''m green to using glext.h and glprocs.h from the glSDK, and there''s probably an updated version someplace, so any help, definitive online sources for using extensions, etc, is appreciated. MatrixCubed
http://MatrixCubed.cjb.net

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_the_phantom_    11250
dont you also have to enable a multi-sample buffer in your window creation routines?

hmmm i had some code somewhere which setup FSAA in windows, i''ll see if i can dig it out/find the link (although, if i dont get time and Opengl.org is back up try the forums there and search for FSAA and see what it throws back as thats where i found it)

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MatrixCubed    199
OK, so I''ve come across some more info. SDL requires/permits 2 values set at creation time (SDL_GL_MULTISAMPLESAMPLES and SDL_GL_MULTISAMPLEBUFFERS). I''ve recompiled the 1.2.6 library version and added the above lines of code to the engine, but still nothing. :-\

I know that AA works as I can set it through the Display control panel. Argh.




MatrixCubed
http://MatrixCubed.cjb.net

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namespace    122
Hi!

I''m using SDL with Linux and i get beatiful fsaa
with these settings:
SDL_GL_SetAttribute(SDL_GL_RED_SIZE,8);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE,8);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE,8);
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE,8);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE,24);
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE,8);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER,1);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS,1);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES,4);

Thats all i do, no enable, disable or hinting.
Card is a Ge 4 Ti 4200 with latest drivers.
Hope this helps.

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