Hi Paul and Michael, I was just about to review Paul's changes when Michael's come along... :-)
Paul could you review Michael's changes to see if you are happy with his changes, if you are happy then I'll just go ahead to Michael's version, otherwise I'll probably have to review both sets just to make sure that nothing has slipped through the net on either implementation. Robert. On Mon, Jun 2, 2008 at 1:41 PM, <[EMAIL PROTECTED]> wrote: > I've attempted to add FrameBuffer AntiAliasing to OSG... I did this before > with OSG 1.2 and now my company has found the money to pay me to look into > adding it to the latest OSG. > > However, since I do not have access to SVN (not approved use by my employer > :-(), I've made the required changes to OSG 2.5... I don't think much has > changed in this area since then... > > Like last time, I've attached the NVIDIA test program > "simple_framebuffer_object.cpp". > I've done my best to support a "fallback" implementation if the hardware > doesn't support it... > To support frame buffer AA, I've extended the camera->attach() function to > support an additional (optional) 2 arguments. They are: Coverage AA Samples > and Depth AA Samples. > Here is how I call it: > camera->attach(osg::CameraNode::COLOR_BUFFER, texture, > 0, 0, false, > mCoverageAAMode, mDepthAAMode); > > Feel free to make any changes. > Paul Palumbo > > > > > _______________________________________________ > osg-submissions mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org > > _______________________________________________ osg-submissions mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org
