[Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [25775] trunk/blender: OpenGL Anti-aliasing implementation for blender windows

Mike Pan madonions at gmail.com
Thu Jan 7 19:20:40 CET 2010


For me, antialiasing had always causes box-select to behave strange when
'occlude geometry' is turned on.  Can anyone else confirm that?

No AA: http://mikepan.com/files/misc/Capture.PNG
Forced AA: http://mikepan.com/files/misc/CaptureAA.PNG
Notice the orphan vertices in the second picture

Nvidia Geforce 8800, Windows 7 64bit, latest Driver

-mike



On Thu, Jan 7, 2010 at 1:32 AM, William Reynish <billrey at me.com> wrote:

> Hi Damien,
>
> I've tested your patch with anti-aliasing limited to the 3D view. At least
> on my system it looks really nice, and helps readability too, especially on
> busy scenes with lots of visible edges. Compare these images of a cage
> object:
>
> http://www.reynish.com/files/blender25/AA_on.png
>
> http://www.reynish.com/files/blender25/AA_off.png
>
> The AA version is more calm, because all the unneeded, distracting jaggies
> are gone, leaving smooth lines instead.
> On my Mac laptop with a 9600M GT I haven't been able to detect any slowdown
> when using AA, even when using Blender's benchmark timer. I'll have to do
> more thorough testing on heavier scenes to reveal any potential slowdown.
>
> Cheers,
>
> -William
>
> On 6 Jan, 2010, at 4:19 PM, Damien Plisson wrote:
>
> > I revert its default enabling for now, the facility in ghost is mainly
> meant for the BGE anyway.
> >
> > And we work using patches until finding a satisfactory solution for AA in
> blender (limited to 3D view, and selectable).
> >
> > Cheers,
> >
> > Damien
> >
> >
> > Le 6 janv. 2010 à 16:09, William Reynish a écrit :
> >
> >> (For some reason my mails keep getting denied. I'll try again at the
> risk of double posting)
> >>
> >> Hi Damien,
> >>
> >> I think AA is nice, but want to point out that it shouldn't be applied
> to the UI and controls themselves. The UI elements already have custom AA
> code, to make them look identical across different GFX cards, and to ensure
> they always render properly and quickly. Unfortunately your commit makes the
> UI widgets look very fuzzy, as you're applying AA to something which is
> already smooth.
> >>
> >> Here are two screenshots to illustrate this:
> >>
> >> http://www.reynish.com/files/blender25/UI_AA.png
> >>
> >>
> >> I'm all for having AA, but IMO it should be limited to the 3D view
> content (and perhaps other views too? Node Editor?)
> >>
> >> Cheers,
> >>
> >> -William
> >>
> >>
> >> On 6 Jan, 2010, at 3:59 PM, Brecht Van Lommel wrote:
> >>
> >>> Hi Damien,
> >>>
> >>>> OpenGL Anti-aliasing implementation for blender windows
> >>>
> >>> I'm not sure what your plans are, but this needs more work..
> >>>
> >>> There should be a user preference as it is usually quite a bit slower,
> >>> for all drawing, but especially when working with detailed scenes.
> >>>
> >>> Further, the antialiasing should only be selectively enabled, i.e.
> >>> opengl multisampling state should be disabled by default and only
> >>> enabled for 3d view drawing or other places if it makes sense. Right
> >>> now it is also anti-aliasing for example the UI drawing, which makes
> >>> the widgets look blurry.
> >>>
> >>> Brecht.
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> >>
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