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The Accumulation Buffer

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Ok, I know a lot of you have been wondering about the Accumulation buffer, and if it''s really as slow as people say it is! And to answer that question: YES! The accumulation buffer is as slow as watching a slug compete in the Ironman Triathalon. I had a 100x100 window, and rendering a 100poly model 6 times, on my 1.2ghz AMD, and 32mb GF2, and got 6 frames per second. Soooo, all in all, NO ONE SHOULD USE THE ACCUMULATION BUFFER! ------------------------------ Trent (ShiningKnight) E-mail me ShiningKnight Games

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I know what you mean.

I noticed there''s a multisampling extension (GL_MULTISAMPLE_EXT or something like that) that was added in OpenGL 1.3. It can be used for lightning-fast FSAA.

I''m not too good with extensions, so why don''t you make a tutorial on how to use the multisampling extension? It''s a great alternative to accumulation buffer AA.

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nVidia released a .pdf document about using the extension.

Personnaly I don''t know how to go about using the extension, maybe someone can shed some light into it?

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Guest Anonymous Poster
The extension gives you new screenmodes, adds a new type of framebuffer (the multisample buffer) and switches on what they call multisample rasterizing. The extension mainly operates with new flags on existing functions, lots of wgl_* functions obviuously. I haven''t tried it out yet, but it doesn''t seem to complicated.

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Guest Anonymous Poster
> I take it you know how to go about using extensions?

Everybody should know that
It''s an integral and vital part of OpenGL

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