comp.graphics.algorithms
Subject: Anti aliasing
Hi Everybody,
I am working with a video processing application. I render a movie
into a offscreen pbuffer and read it back as a texture. I am getting
aliasing artifacts when I render the movie quad in the p-buffer.
I tried using OpenGL GL_POLYGON_SMOOTH, but it doesnt seem to
antialias
a texture mapped quad. I used the following combination to render the
quad.
glDisable(GL_DEPTH_TEST);
glBlendFunc(GL_SRC_ALPHA_SATURATE,GL_ONE);
glEnable(GL_BLEND);
glEnable(GL_POLYGON_SMOOTH);
glHint(GL_POLYGON_SMOOTH_HINT,GL_NICEST);
I resorted to the hardware anti-aliasing through GL_ARB_multisample
extension.
But the 4X to 6X anti-aliasing quality isnt good enough for my
application.
Some edges still appeared jaggered.
I tried using accumulation buffer and it gave me superior quality Anti
aliasing.
But if the p-buffer size is too huge(1920 X 1080) ie. HDTV resolution,
this
method is too slow.
Is there any other method to anti-alias polygons? preferably using
pixel shaders.
I would appreciate any links or ideas in this direction.
Quality is the main criteria for my application.
Thanks in Advance,
Yogesh Kini
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