Multisampling is a way of applying full screen anti-aliasing (FSAA) in 3D applications. I need to use multisampling in my OpenGL program, which is currently embedded in a wxWidgets GUI. Is there a way to do this? Please respond only if you know the detailed steps to achieve this.
I'm aware of enabling multisampling using WGL (Win32 exte...
I have an FBO object with a color and depth attachment which I render to and then read from using glReadPixels() and I'm trying to add to it multisampling support.
Instead of glRenderbufferStorage() I'm calling glRenderbufferStorageMultisampleEXT() for both the color attachment and the depth attachment. The frame buffer object seem to ha...
I'm using an FBO to render my scene to a depth texture (GL_DEPTH_COMPONENT). When I enable multisampling in my application, those samples are resolved to a single texel, but how are they combined? Is the depth of the nearest sample stored to the texture, or the average of the samples? Is this behavior vendor-dependent?
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I'm writing a 3d modeling application in D3D9 that I'd like to make as broadly compatible as possible. This means using few hardware-dependent features, i.e. multisampling. However, while the realtime render doesn't need to be flawless, I do need to provide nice-looking screen captures, which without multisampling, look quite aliased a...
I usually create a pixel format using wglChoosePixelFormatARB() with these arguments (among others):
WGL_DOUBLE_BUFFER_ARB = GL_TRUE
WGL_SAMPLE_BUFFERS_ARB = GL_TRUE
WGL_SAMPLES_ARB = 4
i.e. doubke buffering on and x4 multi sampling. This works just fine.
But when I try to turn of the double buffering:
WGL_DOUBLE_BUFFER_ARB = GL_FALS...
I have a frame buffer object in an OpenGL program with multiple colour attachments, and am trying to upgrade it to a multisampled FBO.
As I understand it, a multisampled FBO is only able to use render buffers, specifically ones created using glRenderbufferStorageMultisampleEXT. If I want something rendered to this FBO in a texture, I ne...
Hi!
I've got problems with XNA and antialiasing. I can activate it using
graphics.PreferMultiSampling = true;
graphics.ApplyChanges();
however - it's only 2x antialiasing. Even if I set
graphics.GraphicsDevice.PresentationParameters.MultiSampleType = MultiSampleType.SixteenSamples;
it stays only 2x antialiasing. If...
When im using this following code:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 6);
and then i enable multisampling, i notice that my program no longer cares about the max mip level.
Edit: It renders the last miplevels as well, that is the problem, i dont want them being rendered.
Edit3:
I tested and confirmed that it doesnt...
I'm experimenting w/ improving the "resolution" of an OpenGL ES based app. Apple mentions here (developer.apple.com) that OpenGL ES in iOS 4 supports multisampling... and this can improve the graphics somewhat. How do you enable multisampling?
...
I run sample of multi sampling but it work incorrect it seems that multi sampling don't applied
because of sample buffers & samples is 0.
what should i do to make it correct?
thanks.
this is my code:
#include <stdio.h>
#include <stdlib.h>
#include <glew.h>
#include <GL/glut.h>
static int bgtoggle = 1;
void init(void)
{
GLint buf, sbu...
Is there a way to just use multisampling on just lines drawn with OpenGL and not with the entire program? Thanks in advance!
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Is there any fast(for performance) way to detect in glsl if fragment has been multisampled, but in second(light) pass using textures where been 1st pass rendered. Or how is opengl storing informations about multisampling?
...
Hi, all !
Is it possible to use multisampling on iPad ?
Apple's documentation say: "iOS4.0 and later devices", but all tutorials in inet says: "iPhone XX, IPAD"
I can't run my app under 3.2 sdk with multisampling (base sdk 4.1, deployment 3.2)
Is it possible ?
Thanks,
...