Ah, am sorry, I did not see antialiased texture. I redact my statement. However if you are rendering geometry to a gem framebuffer (render to texture, you should be able to antialias BEFORE rendering to the FBO, which if things work correctly, should result in antialiased contents within the FBO, right?

On Apr 21, 2008, at 2:50 PM, chris clepper wrote:
Not for an FBO.  Nvidia has an extension to do this, but I only recently got the hardware to test it (and that hardware is in use as you know).

On Mon, Apr 21, 2008 at 1:02 PM, vade <doktorp@mac.com> wrote:
Alternatively if your render supports multisampling you could do a
GEM_glEnable(GL_MULTISAMPLE_ARB) or GL_MULTISAMPLE, assuming it is
enabled for the contexts pixel format, but that would be a good
solution..

youd have to use glDefine(GL_MULTISAMPLE_ARB) however :)


On Apr 21, 2008, at 12:39 PM, B. Bogart wrote:

> Hey Marius,
>
> I think FSAA only happens on the final render...
>
> Perhaps there is some shader cmd to AA a pix_?
>
> maybe a hypothetical pix_antialias could be useful? (but slow on the
> CPU) seems problem for a shader to me.
> .b.
>
> marius schebella wrote:
>> hi,
>> is there a way to get an antialiased texture into gemframebuffer?
>> marius.
>>
>> _______________________________________________
>> PD-list@iem.at mailing list
>> UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list
>>
>
>
> _______________________________________________
> PD-list@iem.at mailing list
> UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list


_______________________________________________
PD-list@iem.at mailing list
UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list