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Anti-aliasing screenshots
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Topic: Anti-aliasing screenshots (Read 4710 times)
ViciouZ
Map Committee
Autococker
Posts: 2227
Anti-aliasing screenshots
«
on:
March 08, 2009, 01:55:29 PM »
I was messing around with the linux SDL renderer and got FSAA working. For those who don't know what FSAA is, it's a graphics technique which smooths jagged edges on the screen. Currently it only works on linux but I'm trying to port the SDL driver to windows.
First screenshot normal, second with 2 samples, third with 4 samples
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Zorchenhimer
Autococker
Posts: 2614
Re: Anti-aliasing screenshots
«
Reply #1 on:
March 08, 2009, 02:15:39 PM »
Ooh, very nice.
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nook
VM-68
Posts: 146
Re: Anti-aliasing screenshots
«
Reply #2 on:
March 08, 2009, 02:26:39 PM »
they all look the same 2 me.
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Rewind
VM-68
Posts: 193
Re: Anti-aliasing screenshots
«
Reply #3 on:
March 08, 2009, 02:31:55 PM »
That's pretty impressive. It seemed to work well, too.
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ViciouZ
Map Committee
Autococker
Posts: 2227
Re: Anti-aliasing screenshots
«
Reply #4 on:
March 08, 2009, 03:06:04 PM »
Quote from: nook on March 08, 2009, 02:26:39 PM
they all look the same 2 me.
Look at the edges of the barriers.
If SDL can be made to work on windows (I have it partially working now) then it may make it easy to remove many of the OS-specific files, which would also probably make the renderer easier to integrate into the engine executable. However, it also adds another dependency of SDL, and I think jitspoe wants to keep external dependencies to a minimum. So if I do port it and it's released, it will likely be an option, like on the linux platform.
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lilb990
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Posts: 644
Re: Anti-aliasing screenshots
«
Reply #5 on:
March 08, 2009, 04:15:03 PM »
Wow that would be awesome in gameplay to actually have straight edges..
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KnacK
Global Moderator
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Posts: 3039
Re: Anti-aliasing screenshots
«
Reply #6 on:
March 08, 2009, 04:35:38 PM »
The kicker is, that is softens up everything. Take, for example, the layout of the rock wall. The first pic is very sharp, whereas each additional shot it is softer.
So, there has to be a balance in there somewhere.
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Eiii
Autococker
Posts: 4595
Re: Anti-aliasing screenshots
«
Reply #7 on:
March 08, 2009, 04:57:10 PM »
No DP in SDL, please! D:
Can't OpenGL do AA?
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ViciouZ
Map Committee
Autococker
Posts: 2227
Re: Anti-aliasing screenshots
«
Reply #8 on:
March 08, 2009, 05:11:07 PM »
Eiii, can you tell me why? All I've seen or read about SDL is good, apart from some small mouse input issues which are apparently now resolved.
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Eiii
Autococker
Posts: 4595
Re: Anti-aliasing screenshots
«
Reply #9 on:
March 08, 2009, 05:56:01 PM »
Porting all of DP to SDL-- rendering, input, etc-- would be a huge pain and give just about nothing back. It'd probably be significantly slower, too (not that it'd be too noticeable on most computers).
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jitspoe
Administrator
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Posts: 18802
Re: Anti-aliasing screenshots
«
Reply #10 on:
March 09, 2009, 08:17:37 AM »
It's possible to get FSAA on OpenGL without SDL. You shouldn't need to port drivers or anything crazy.
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abnormal
Autococker
Posts: 649
Re: Anti-aliasing screenshots
«
Reply #11 on:
March 09, 2009, 08:34:22 AM »
It looks like ''find 5 differences''
:D.
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ViciouZ
Map Committee
Autococker
Posts: 2227
Re: Anti-aliasing screenshots
«
Reply #12 on:
March 09, 2009, 10:40:38 AM »
Yeah, just FSAA with SDL takes about 4 seconds and I wanted to see if it would compile (SDL was disabled in the makefile)
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KnacK
Global Moderator
Autococker
Posts: 3039
Re: Anti-aliasing screenshots
«
Reply #13 on:
March 09, 2009, 11:47:30 AM »
"Where's Waldo?"
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sk89q
Global Moderator
Autococker
Posts: 1049
Re: Anti-aliasing screenshots
«
Reply #14 on:
March 09, 2009, 02:15:51 PM »
I get AA for Paintball by forcing it for Paintball2.exe with NIVDIA's control panel.
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Eiii
Autococker
Posts: 4595
Re: Anti-aliasing screenshots
«
Reply #15 on:
March 09, 2009, 06:43:01 PM »
See? Silly.
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Anti-aliasing screenshots