hi, is there a way to get an antialiased texture into gemframebuffer? marius.
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
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
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
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
I am still not sure, how I should do it. (or if it is possible at all). I am rendering 100s of geos into a gemframebuffer once. and then put it on a plane to use as a background image. I would not know where I could apply any antialiasing, because I am not dealing with textures before they are grabed by the gemframebuffer. is there a pix_object that can do some kind of antialias filter? but I guess that must happen already before I am in the texture domain, at the conversion from shape to texture? or is antialiasing an oversampling of actual pixel data? like a texture 2000*2000 gets antialiased to 500*500? thanks, marius.
vade wrote:
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 mailto: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 <mailto:PD-list@iem.at> mailing list >> UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list >> > > > _______________________________________________ > PD-list@iem.at <mailto:PD-list@iem.at> mailing list > UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list _______________________________________________ PD-list@iem.at <mailto: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
hello, it's possible to render your geos in a 2048*1532 frambuffer, then use this as a texture. render this texture throw a shader that average 4 pixels in 1 in order to anti-alias this texture to a 1024x768 window.
cyrille
marius schebella a écrit :
I am still not sure, how I should do it. (or if it is possible at all). I am rendering 100s of geos into a gemframebuffer once. and then put it on a plane to use as a background image. I would not know where I could apply any antialiasing, because I am not dealing with textures before they are grabed by the gemframebuffer. is there a pix_object that can do some kind of antialias filter? but I guess that must happen already before I am in the texture domain, at the conversion from shape to texture? or is antialiasing an oversampling of actual pixel data? like a texture 2000*2000 gets antialiased to 500*500? thanks, marius.
vade wrote:
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 mailto: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 <mailto:PD-list@iem.at> mailing list >> UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list >> > > > _______________________________________________ > PD-list@iem.at <mailto:PD-list@iem.at> mailing list > UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list _______________________________________________ PD-list@iem.at <mailto: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
Ah, ye olde brute force supersampling :)
On Apr 21, 2008, at 3:55 PM, cyrille henry wrote:
hello, it's possible to render your geos in a 2048*1532 frambuffer, then
use this as a texture. render this texture throw a shader that average 4 pixels in 1 in
order to anti-alias this texture to a 1024x768 window.cyrille