How i can use AntiAliasing with LibGDX?
What about Other filters? (not talking about TextureFilter.X)
Have you tried googling? This is literally one of the first ones.
http://www.badlogicgames.com/wordpress/?p=2071
Yes, i read that post but i dont feel is clear enough…
I have no clue on how to enable it.
Do i just call that Gl command and enable on Gdx.Classes?
Is it me or all you have to do is specify the level of samples in the configuration which you pass in when you start your Libgdx game?
Did you even read that blog? It even give the code for applying multi sample.
You don’t even have to read it lol
All you have to see is a piece of code that says
config.numSamples
I did read, but i dont get how MultiSample is the same than Anti Aliasing?
Dont we also have that Morfologic Filter and anisotropic filter?
Which one is described in this blog? its MSAA so its the morfologic one? ( reading from AMD catalyst )
Edit : im sorry , i feel i dont have the same pace as you guys. Sorry to bother
MSAA = Multisample Anti-Aliasing, for future reference…
Don’t worry lol. Maybe I was in the wrong here. I don’t know shit about those filters. To me, most of them are the same. And since you mentioned Libgdx, I assumed multisampling would be enough… I remember adding some ‘sample amount’ to my lwjgl application, and what it achieved was remove the pixelation of the rotated geometry edges (2d game it was)
Alrighty!
Alrighty, so where can i get information about making a AA method? How should i work with it ?
Trollwarrior, my game is also a 2D game , im nto using box2D yet, just tiled and libgdx
Are you sure you know what AA does ? because it doesnt do anything within 2D textures, unlike texture filters
I thought it would improve the image with those --- / aliasing issues
MSAA will only affect geometry edges. Try to just set linear filtering and mipmaps for your textures.
Might wanna give us a screenshot =P
Mipmapping and texture filtering is also essentially antialiasing.
I see.
I just actually thought openGl had some calls to make that automatically…
But yes, im using those TextureFilters. stuff