> 
> On Apr 24, 2017, at 10:16 AM, Brian Paul <[email protected]> wrote:
> 
> On 04/21/2017 12:25 AM, green we wrote:
>> I tried to use OSMesa to do offscreen rendering, refer to the osdemo and
>> the tutorial here: http://www.alecjacobson.com/weblog/?p=2827
>> There are obvious serrations on the edge of the model.
>>  I have tried these solution but all failed, can any one gieve me some
>> suggestions? the solution I have tried:
>> 1. Using post processing -- pp_jimenezmlaa
>> the result is not good enough.
>> 
>> 2. Try to using MSAA by FBO, but the multisamled fbo can't be created
>> correctly.
>>   Detail desctription here:
>> http://stackoverflow.com/questions/43532454/osmesa-gl-framebuffer-incomplete-attachment-error-when-create-a-multisampling-fb
> 
> I'm not 100% sure, but I think the Intel "swr" render works with OSMesa and 
> supports MSAA.  That would be the only software driver that would possibly 
> support AA FBOs.

Thanks Brian, you are correct, OpenSWR “swr” does support MSAA and OSMesa.  I 
haven't had opportunity to try them together yet, but this is a mode we will 
definitely support.  MSAA support is something that we added very recently and 
is available in both mesa-master and the 17.1 release branch.  It is disabled 
by default, but you can enable it by exporting “SWR_MSAA_MAX_COUNT=4” 
(1,2,4,8,16 are acceptable).

I’ll be happy to assist if you run into trouble.

>> 
>> 3. Try to modify the sampling function in mesa, according the thread:
>> https://sourceforge.net/p/mesa3d/mailman/message/24438334/ ,  set the
>> stop = 16 and add exit(__LINE__) in the function.
>> but it seems the function is not used anymore.
> 
> It's used, but only by the "legacy" swrast driver, not the llvmpipe, softpipe 
> or swr drivers.  In any case glEnable(GL_POLYGON_SMOOTH) is not a great 
> approach to AA.  And we don't support it with any gallium driver.
> 
> I suspect you're using either softpipe or llvmpipe.  You could try swr by 
> setting GALLIUM_DRIVER=swr, if you build the swr driver.
> 
> -Brian
> 
>> 
>> The mesa swrast AA triangle code is in src/mesa/swrast/s_aatriangle.c
>> and s_aatritemp.h
>> The compute_coverage() functions (different versions for RGB vs. CI
>> mode) basically count how many sub-pixel samples lie inside the
>> triangle for each pixel.  A jittered 4x4 sample pattern is used.  You
>> could probably increase the number of samples to improve AA quality a
>> little.
>> -Brian
>> 
>> Thanks!
>> ------------------------------------------------------------------------
>> [email protected]
>> 
>> 
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