3 options (there may be others) 1) Depending on the fidelity you need, render to a fbo some factor > the desired size of your target then downsample in fragment shader (Alternatively, use generate mipmaps in the camera->attach() when you apply the target to your fbo and let the gpu downsample for you). This is the easiest to implement and produces adequate results in most cases. 2) Get yourself an NV80 based (i.e. 8800 or quadro 5600) graphics card and modify the osg framebuffer cpp file to use the nvidia multisample frame buffer extension. 3) Write your own custom multipass antialias routine for each object in your scene (do this if you have lots of development time and want full control over your scene)
________________________________ From: [EMAIL PROTECTED] on behalf of Stephane Lamoliatte Sent: Thu 1/24/2008 3:49 PM To: OpenSceneGraph Users Subject: [osg-users] FBO and Antialiasing Hi, I want to know if it is possible to render a scene to a frame buffer object with antialiasing (MSAA). If it is possible, how to do that with OpenSceneGraph ? -- Stephane Lamoliatte _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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