What options are there for antialiasing quads?The quality of a sprite with antialiasing enabled is how I like it. But activating it changes the width of the sprite and I can't get it right. It's a cylinder made out of about 80 sprites and the problem is that gaps emerge. I think this shouldn't be and I tried to work around by adjusting the width but it wasn't possible to close the gaps. Now I checked the math again and I'm quite sure it's correct, besides that with antialiasing off it looks like intended.
Maybe I could try with Kineme GL Quad, but how could I do antialiasing then? It seems that gl_polygon_smooth is deprecated and I couldn't find info if my GPU still supports it. So it seems like the only way in OpenGL for this is FSAA or something with overdrawing (http://research.microsoft.com/en-us/um/people/johnsny/papers/overdraw.pdf), but I guess the latter will be complicated. Maybe for this thing it's ok but generally I think I don't like the quality of the FSAA look: http://homepage.mac.com/arekkusu/bugs/invariance/FSAA.html I'm new to OpenGL but after this hours of searching the web this doesn't feel so much like 2009, or am I experiencing something wrong with the quality? But since the antialiased sprites look nice I hope there is a solution. Curious to know how you deal with antialiasing.
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