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Thread: OpenGL and antialiasing issues

  1. #1
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    OpenGL and antialiasing issues

    I have heard reports that antialiasing is a bit of a problem with OpenGL because application settings can be overridden by the graphics card configuration. Is this correct? Is there a way to force antialiasing to be always on? And, are current OpenGL antialiasing techniques as good as traditional CPU-based techniques?

    Thanks,

    -Qu0ll

  2. #2
    Senior Member OpenGL Pro dletozeun's Avatar
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    Re: OpenGL and antialiasing issues

    As far as I know there is no cross-platform way to enable on the driver side antialiasing through opengl extensions.
    The ARB_multisample extension may interest you to perform antialiasing with multisampling.

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    Re: OpenGL and antialiasing issues

    Thanks for the reply. When you say there is no cross-platform way, are you saying that there is a way but it requires platform-specific code? I don't see that as a major problem.

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    Senior Member OpenGL Pro dletozeun's Avatar
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    Re: OpenGL and antialiasing issues

    Actually I was thinking of glx or wgl extensions but at first sight I do not see anything about that.

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    Senior Member OpenGL Pro Ilian Dinev's Avatar
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    Re: OpenGL and antialiasing issues

    Renders to FBO will always happen in the AA format you want, from my experience.

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    Re: OpenGL and antialiasing issues

    Forgive my ignorance but what is FBO?

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    Senior Member OpenGL Pro Ilian Dinev's Avatar
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    Re: OpenGL and antialiasing issues

    http://www.gamedev.net/reference/art...rticle2331.asp

    You can make a FBO be MSAA or CSAA; multisample data needs to be resolved to another FBO via framebuffer-blit.

    Generally, antialiasing isn't such a piece of cake as toggling a bool.

  8. #8
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    Re: OpenGL and antialiasing issues

    OK, so in layman's terms, if I use an FBO I will be able to control the antialiasing settings from within my application. Correct?

  9. #9
    Senior Member OpenGL Pro Ilian Dinev's Avatar
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    Re: OpenGL and antialiasing issues

    yes

  10. #10
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    Re: OpenGL and antialiasing issues

    Thanks.

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