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

Damien Plisson damien.plisson at yahoo.fr
Fri Jan 8 10:51:06 CET 2010


Hi Mike,

I haven't been able to reproduce your issue when only AA is set to on. Even, now, Brecht latest commit definitely makes AA used only for 3D view drawing, ensuring that not only selection backbuffer is excluded.

But I've been able to reproduce the weird border (or lasso) select behavior when occlude geometry is on, whatever AA setting is.
I entered it in bug report #20609.

Cheers,
Damien

Le 7 janv. 2010 à 19:20, Mike Pan a écrit :

> 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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>>>>> Bf-committers at blender.org
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