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

Campbell Barton ideasman42 at gmail.com
Thu Jan 7 21:53:11 CET 2010


When drawing the selection buffer AA should be disabled

On Thu, Jan 7, 2010 at 7:20 PM, Mike Pan <madonions at gmail.com> wrote:
> 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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-- 
- Campbell


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