[Bf-committers] FSAA and Blender

Bart bart at neeneenee.de
Sat Nov 27 17:58:49 CET 2004


I know different software solutions that can turn FSAA on or off using 
opengl acceleration too.

For the game engine it would be great if having quality features like 
the flash player has:

Low Quality = no FSAA
Medium = full FSAA but not when moving
High = Full FSAA always

May it could be that Shockwave, TNT etc. does FSAA in a software mode 
instead of using driver options.


Ton Roosendaal wrote:
> Hi,
> 
> As far as I know this is a feature enforced on driver level. An opengl  
> program cannot enable or disable it on runtime. Backbuffer selections  
> (vertex paint, weightpaint, texture paint, UV face select, editmode  
> 'visible' select) won't work then. Too bad, because it of course looks  
> nice. :)
> 
> -Ton-
> 
> On 27 Nov, 2004, at 9:35, Gregor Mückl wrote:
> 
>> On Friday 26 November 2004 04:10, Alexander Ewering wrote:
>>
>>> I would like to point out that since the Frontbuffer drawing makeover,
>>> Blender is *almost* completely usable with NVidia's FSAA (Full Scene
>>> Anti Aliasing) mode, which gives *very* nice interactive results:
>>>
>>> http://pub.intrr.org/fsaa.png
>>>
>>> And as anti-aliasing everything is top priority these days anyway...  
>>> ;-)
>>>
>>> It works especially well in __GL_FSAA_MODE = 4.
>>>
>>
>> Please not that the meaning of the value of __GL_FSAA_MODE is  
>> model-specific.
>> So this information is unfortunately useless unless you also state 
>> the  model
>> (or have a look at the README of the nvidia driver and map the number  
>> to a
>> name yourself :-).
>>
>> Regards,
>> Gregor
>> _______________________________________________
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>>
>>
> ------------------------------------------------------------------------ --
> Ton Roosendaal  Blender Foundation ton at blender.org  http://www.blender.org
> 
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> 


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