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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: 
6158 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. (...) (22 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 (...) (22 years ago, 26-May-04, to lugnet.cad.dev.org.ldraw)

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