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
Do you have a card that supports FSAA? Like a GeForceFX 5900 or an ATI 9700 Pro?
Sander Maréchal
[Lone Wolves Game Development][RoboBlast][Articles][GD Emporium][Webdesign][E-mail]
Sander Maréchal
[Lone Wolves Game Development][RoboBlast][Articles][GD Emporium][Webdesign][E-mail]
Yup, the card (GFFX5200) supports the extension (according to glGetString(GL_EXTENSIONS)) of 'GL_ARB_multisample'.
Continuing to dig...
MatrixCubed
http://MatrixCubed.cjb.net
[edited by - MatrixCubed on September 2, 2003 5:39:52 AM]
[edited by - MatrixCubed on September 2, 2003 5:43:47 AM]
Continuing to dig...
MatrixCubed
http://MatrixCubed.cjb.net
[edited by - MatrixCubed on September 2, 2003 5:39:52 AM]
[edited by - MatrixCubed on September 2, 2003 5:43:47 AM]
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)
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)
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
I know that AA works as I can set it through the Display control panel. Argh.
MatrixCubed
http://MatrixCubed.cjb.net
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.
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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