More Anti-aliasing options #557
PIXEL-GAME-DEV
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Yep, MSAA has been broken since we switched indirect rendering. I think it would require render to square texture instead of GL_TEXTURE_RECTANGLE_ARB to make that work. I just force it on with my drivers instead :) Can you post some comparison screenshots of the near filter AA at work? If you want to submit a pull request that just keys off a boolean in OGL_ConfigureData we can work out where to put a preference, if we think it's worth including. The prefs code is not the best place to learn C++, but it is a place you can learn C++... |
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New to c++ development. Aleph One needs more opengl rendering options and one i find lacking is anti-aliasing.
MSAA should be the perfect option for anti-aliasing since the game is rendered using simple polygons and flat textures.
I figured out where the frame buffer object code is located and tried implementing it myself but it just results in a blank white screen, it must have something to do with the fact that the frame buffer is stored in a texture rectangle and does not line up with conventional methods
I forked and managed to add smoother pixel rendering of fragment shaders using the method described in this video https://www.youtube.com/watch?v=d6tp43wZqps&t
I have not figured out how to add a checkbox to the advanced graphics options. This method relies on linear texture rendering and should force it on.
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