Subject:
|
Re: Ideas for next MOTM contest
|
Newsgroups:
|
lugnet.cad.dev.org.ldraw
|
Date:
|
Wed, 26 May 2004 13:14:36 GMT
|
Viewed:
|
939 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)
|
17 Messages in This Thread:
- Entire Thread on One Page:
- Nested:
All | Brief | Compact | Dots
Linear:
All | Brief | Compact
This Message and its Replies on One Page:
- Nested:
All | Brief | Compact | Dots
Linear:
All | Brief | Compact
|
|
|
|