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 CAD / Development / Organizations / LDraw / 3113
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Subject: 
Re: Ideas for next MOTM contest
Newsgroups: 
lugnet.cad.dev.org.ldraw
Date: 
Wed, 26 May 2004 13:14:36 GMT
Viewed: 
785 times
  
In lugnet.cad.dev.org.ldraw, Travis Cobbs wrote:
In lugnet.cad.dev.org.ldraw, Don Heyse wrote:
If you can get the Full Screen Antialiasing (FSAA) to work then you've
accomplished pretty much the same thing as the x3/shrink method.  I
only get "none" for an FSAA choice in the preferences dialog though.
I'm not sure what minimum hardware it requires.  The best I could find
is reported as:

Vendor: NVIDIA Corporation
Renderer: GeForce4 MX 420/AGP/SSE2
Version: 1.4.1

The technical detail is that LDView requires the video card/video driver to
support the WGL_ARB_multisample OpenGL extension.  The MX cards don't support
that.  (I think this is because they only support supersample antialiasing.)
However, if the card's control panel allows you to set the FSAA mode used by
OpenGL cards, it might make the snapshots come out antialiased.

What's the difference between supersample and multisample antialiasing?
There was a setting in the control panel about some sort of ***sample
antialiasing, but I was afraid to change it because it gave a sharp
warning when I selected it.

As far as I know, the main things that would differentiate an image
created by LDView from one created by LDGLite are smooth-shaded
curves and stud logos in LDView's favor, and smooth patterns in
LDGLite's favor (antialiased outlines of patterns).

Oh, I don't know.  I actually like the effect of Paul Easter's
ldrawn logo studs better than the texture mapped stud logos in LDView.

  http://ldglite.sourceforge.net/minilogo.png

Now if you were bump mapping the logos, that might be a different
story.  ;^)

The lighting may be a little different, too.

On another technical note, I think
we have different polygon offset settings, which can make either
one or the other look better, depending on the scale and viewing angle.

That's a tough oneto get right.  I did notice you also have a problem
with z-bleeding sometimes.  You can see it on the BattleDuck pics.

  http://www.brickshelf.com/cgi-bin/gallery.cgi?i=770502

Enjoy,

Don



Message has 1 Reply:
  Re: Ideas for next MOTM contest
 
(...) The difference is that multisample AA only samples the texture once per pixel, while supersample samples the texture once per sample. This makes multi-sample AA significantly faster any time you're in a fill-rate limited situation. (...) (20 years ago, 26-May-04, to lugnet.cad.dev.org.ldraw)

Message is in Reply To:
  Re: Ideas for next MOTM contest
 
(...) The technical detail is that LDView requires the video card/video driver to support the WGL_ARB_multisample OpenGL extension. The MX cards don't support that. (I think this is because they only support supersample antialiasing.) However, if (...) (20 years ago, 26-May-04, to lugnet.cad.dev.org.ldraw)

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