Anti-Aliasing Controls
Moderator: Graf Zahl
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- Posts: 233
- Joined: Sat Oct 29, 2005 0:40
Anti-Aliasing Controls
If I recall correctly, ZDoom had some form of anti-aliasing (I don't think it was very good, but perhaps I'm wrong). Could you add an anti-aliasing control like you do with the anisotropic filtering or not? I recall in a different thread that you did had a bug where you tried to something for doing anti-aliasing.. I know that the option that was used in ZDoom doesn't work obviously because you are rendering in OpenGL.. but do you have any plans to add anti-aliasing to GZDoom?
- Graf Zahl
- GZDoom Developer
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I have plans. But before doing it I need to fix a bug in the texture positioning code which so far proved quite resistant to being fixed. Everything I tried so far had some side effect.
It was a problem because until last week the renderer used a different coordinate scale (and orientation) than the engine.
That's a remnant from the PrBoom roots my code comes from. For reasons unknown some people prefer to use a 'correctly' oriented coordinate system in the renderer even though that constantly requires negating the x-coordinate every time you convert engine coordinates to renderer coordinates. This is a job a translation matrix can do automatically. Equally annoying the code used a scaling factor of 1/128 for all coordinates. This is completely pointless and could be removed without any problems at all.
I changed that the last few days because the problems it was causing repeatedly came up (last time it was the mirrored models.)
I hope the renderer is in a better state now to fix this positioning bug. Once the bug is out I'll see how to activate hardware antialiasing from the menu. But it won't be in 0.9.25 because I want to release that this weekend.
It was a problem because until last week the renderer used a different coordinate scale (and orientation) than the engine.
That's a remnant from the PrBoom roots my code comes from. For reasons unknown some people prefer to use a 'correctly' oriented coordinate system in the renderer even though that constantly requires negating the x-coordinate every time you convert engine coordinates to renderer coordinates. This is a job a translation matrix can do automatically. Equally annoying the code used a scaling factor of 1/128 for all coordinates. This is completely pointless and could be removed without any problems at all.
I changed that the last few days because the problems it was causing repeatedly came up (last time it was the mirrored models.)
I hope the renderer is in a better state now to fix this positioning bug. Once the bug is out I'll see how to activate hardware antialiasing from the menu. But it won't be in 0.9.25 because I want to release that this weekend.
- Graf Zahl
- GZDoom Developer
- Posts: 7148
- Joined: Wed Jul 20, 2005 9:48
- Location: Germany
- Contact:
-
- Posts: 233
- Joined: Sat Oct 29, 2005 0:40
- Graf Zahl
- GZDoom Developer
- Posts: 7148
- Joined: Wed Jul 20, 2005 9:48
- Location: Germany
- Contact: