Simon Bennett (simonb++at++wormald.com.au)
Fri, 14 Feb 1997 15:27:17 +1111 (EST)
> I need to know how to obtain the hardware antialiasing that you can get
> performer but using OpenGL. The
> glBlendFunction/glEnable(GL_POLYGON_SMOOTH) route seems to tap the
> hardware, but requires front to back ordering of the scene. Is there a
> way to get fast (interactive speed i.e. not dependent on an accumulation
> buffer) hardware antialiasing in OpenGL that does not require scene
> ordering?
As mentioned before you'll need to be on hardware which actually supports
multisampling (always a good start!) - so give up if you're on an Indy :)
If you are however using an RE or iR then....
Make sure you get the right visual. Call glXChooseVisual() with
GLX_SAMPLES_SGIS in the attr list and the number of samples you want.
Multisampling should then be enabled by default. Check with:
glIsEnabled(MULTISAMPLE_SGIS);
and turn on/off with:
glEnable(MULTISAMPLE_SGIS);
glDisble(MULTISAMPLE_SGIS);
You can also fiddle with the sample mask and stuff if you want. Note that
this is an SGI specific extension to OpenGL.
+----------------------------------------------------------------------------+
Simon Bennett simonb++at++wormald.com.au
Wormald Technology Advanced Systems Engineering Ph: +61 2 9981 0669
"Good judgement is the result of experience.
Experience is the result of poor judgement"
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