Re: multisampling control

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Gene McKenna (mckenna++at++cgsd.com)
Mon, 15 Jan 1996 12:01:49 -0800


At 9:15 AM 1/15/96 -0500, Bernard Leclerc wrote:
>On Jan 12, 12:24pm, Simon Bennett wrote:
>
>> > So far I've been able to turn antialiasing off for the polygons, but not
>> > for the texture mapped onto the polygon.
>> > Also is there a way to specify the exact multisampling points?
>>
>> No. Not any which (in my mind anyway) will give acceptable results.
>> It's not like linesmooth, polysmooth etc... it's for every pixel
>> written. It also uses it's own z and stencil buffers, so if and when you
>> *do* turn it off, zbuffering won't "work".
>
>When multisampling - multisample(FALSE) - is off, remember that the normal
>Z-buffer is still usable if it's configured - zbsize(24) - and active -
>zbuffer(TRUE). You don't necessarily need multisampling to do zbuffering.

Hello Bernard, I think you were in the Performer class with me a couple
months ago. Thanks for the reply, and thank you Simon Bennett.

I guess I still don't understand how to turn off multisampling entirely.

Bernard mentions "multisample(FALSE)" and the Performer Ref. Man mentions
"mssample(MSS_POINT)" but I can find no detailed information on either. Is
there another source? How do I implement this?

The Performer Ref. Man says that on an RE system, setting
        pfAntialias(FAA_ON)
then "Non-multisample buffers, such as zbsize, stensize are all deallocated."

I agree with Bernard that you shouldn't need multisampling to do
zbuffering, but then what does this statement in the Ref. Man mean? Is this
what you
were referring to Simon?

Finally, after I test my scene with no multisampling, I'd like to set
my own multisampling points. The OpenGL guide tells how to do exactly
this. If I were able to turn off Performer's multisampling,
should I be able to use the GL commands to do my own sampling?

Thanks for the help.

GENE McKENNA

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