Hi all,
First thanx for being interested in my supply I hope you ll be able to help me, & i think many other more or less advanced openGL graphic programmers trying to use JOGL
General discussion
Antialiasing is always a major & redundant trade-off matter for game engine programmers that want to control their end frames quality.
I read many openGL books, net tutorials, some other papers,⦠and discovered so the major techniques but without thin comparative, stats,⦠so i m a bit blurred on how to do make my final user click enable Antiailasing & it does the thing with his non-mammoth PC ;D
My first idea was enjoying the GL_MULTISAMPLE core extension & so quick test if it was available on my ATI RADEON 9700/XP/lattest catalyst drivers. So i created a context with multisample capabilities enabled, 2samples, & queryed GL_MULTISAMPLE (&_ARB) availability. AMAZEMENT,⦠not available even if ATI is one of the openGL major contributors. So again the HELL of vendor specifics that dont want to make a standard driver interface, and want (i know they want lol) programmers getting a cancer before time >:( ;D
My goal is to provide an EFFICIENT && very portable Full Scene AntiAliasing (FSAA) method for my game engine (especially for filled polygons).
I want it such a way that most of latest home PC (Win, Apple, linux) with at least a Geforce2 generation (ATI, or other vendor equivalent) could run it with its lattest drivers ! Thats obviously why i choosed JOGL !!!
So the solution iām looking for is find an efficient generic solution for all (the best but i have the premonition thereās none lol) or enumerate the major cases to deal with.
So there are 3 major constraints :
- efficiency of used openGL rendering algoritm/method
- extension hardware support needed for each algo (& majors vendors support for each graphic generation above or equal to Geforce2)
- JOGL support to get a GL a proper Context able to do the Algo (in the fact jogl may not be able to provide a proper context while C system dependant code could get one that about i m not sure with all jogl doc or discussions i read).
I hope this discussion will fix clearly the ways to achieve it with openGL in general & more precisely within JOGL Binding, such with help of some experimented programmers or professors ;D I guess thereās a lot to talk about :o lol
Sebastien Wirth