FSAA in OpenGL
- japito
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FSAA in OpenGL
I'm not in a hurry because i'm a windows user but i have a doubt why this powerfull feature is not aviable in OpenGL (and Linux)
Thanks in advance.
Thanks in advance.
ummmm emmmm estoooo.....
- osolizig
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I also agree. For Direct3D we have FSAA in the settings but there is none for OpenGL. You should support this in the normal OpenGL too.
TZE (The Zeus Engine) administrator, developer
- monster
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- osolizig
- Halfling
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Sorry, don't have much time. Currently working on other project, TZE.
TZE (The Zeus Engine) administrator, developer
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- OGRE Community Helper
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I'll start on this patch now. If it takes me more than an hour or two, though, I'll have to put it off until next weekend...
Edit: UGH. The patch needs to switch from the GDI pixel-format functions to wglChoosePixelFormat ... which means that both the Win32GLSupport and Win32RenderTexture classes are going to need a bit of reorganizing. Too much for me to do right now, but I can finish the patch some time during the week.
Edit: UGH. The patch needs to switch from the GDI pixel-format functions to wglChoosePixelFormat ... which means that both the Win32GLSupport and Win32RenderTexture classes are going to need a bit of reorganizing. Too much for me to do right now, but I can finish the patch some time during the week.
- japito
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Wow thanks buddie! i wouldn't make this patch because i'm not so skillfully :Sqsilver wrote:I'll start on this patch now. If it takes me more than an hour or two, though, I'll have to put it off until next weekend...
Edit: UGH. The patch needs to switch from the GDI pixel-format functions to wglChoosePixelFormat ... which means that both the Win32GLSupport and Win32RenderTexture classes are going to need a bit of reorganizing. Too much for me to do right now, but I can finish the patch some time during the week.
ummmm emmmm estoooo.....
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- Clay
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- OGRE Community Helper
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- OGRE Community Helper
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Please test this out, no compilation required! Just download the Ogre Demo pack (from this ogre3d.org page) and then unzip the following file into the plugins directory:
http://www.element80.net/private/Render ... elease.zip
In the startup config box, if you choose the OpenGL rendersystem, there should be a new entry for "FSAA". If your card doesn't support multisampling, there should only be one choice: "0". If it supports multisampling, try a higher level like 4 or 6 to see if it's working.
Please post your video card model and results here! Thanks
NOTE: If you get visual glitches with the new DLL, please try switching back to the original DLL and running it a few more times -- it may be a problem with this new patch, or it may just be a problem with the OpenGL rendersystem in general.
http://www.element80.net/private/Render ... elease.zip
In the startup config box, if you choose the OpenGL rendersystem, there should be a new entry for "FSAA". If your card doesn't support multisampling, there should only be one choice: "0". If it supports multisampling, try a higher level like 4 or 6 to see if it's working.
Please post your video card model and results here! Thanks
NOTE: If you get visual glitches with the new DLL, please try switching back to the original DLL and running it a few more times -- it may be a problem with this new patch, or it may just be a problem with the OpenGL rendersystem in general.
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- Gnome
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Please try with the precompiled demos, or else apply the patch and compile everything yourself (link to patch).
If you are compiling it yourself, what video card and driver version are you using?
If you are compiling it yourself, what video card and driver version are you using?
- :wumpus:
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You shouldn't be getting this error at all in Ogre 1.0. "Unknown error" is now specified in more detail. Mostly, this meant that the plugin could not be found.joi wrote:Description: Could not load dynamic library. \RenderSystem_GL. System Error: Unknown error.
File: OgreDynLib.cpp
Line: 83
Do apply the patch to ogre 1.0 (preferably CVS).