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Anti-Aliasing Controls

Posted: Wed Jan 18, 2006 3:03
by Deathlike2
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?

Posted: Wed Jan 18, 2006 9:58
by Graf Zahl
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.

Posted: Thu Jan 19, 2006 19:58
by Graf Zahl
Activated for the next version. But this requires a complete restart of the engine so it won't be in the menu at first.

Just play around with gl_vid_multisample in the upcoming version. OpenGL's documentation on this value are a little vague so best try a few. 4 worked well for me.

Posted: Thu Jan 19, 2006 23:07
by Deathlike2
Nice... it is possible to like query the AA modes available though? Not all AA modes are purely multisampling...

Posted: Thu Jan 19, 2006 23:33
by Graf Zahl
Right now not. First I have to read through all the nonsense in the GL specs. It is not particularly intuitive how it was written and logically it doesn't offer a convenient means to achieve this.