Re: [GEM-dev] anti-aliased [text3d]

2014-04-17 Thread puredata
egregore looks good and perform very nicely on my HD 4000. well done! searching for HD 4000 antialising I found this post: https://communities.intel.com/thread/31912 ... Intel graphics built into the last two generations support MSAA (2x,4x,8x). ... I think Gem supports FSAA, but not MSAA? à+

Re: [GEM-dev] anti-aliased [text3d]

2014-04-17 Thread Cyrille Henry
i fill a feature request for MSAA suport! c Le 18/04/2014 04:47, pured...@11h11.com a écrit : egregore looks good and perform very nicely on my HD 4000. well done! searching for HD 4000 antialising I found this post: https://communities.intel.com/thread/31912 ... Intel graphics built into the

Re: [GEM-dev] anti-aliased [text3d]

2014-04-16 Thread Cyrille Henry
Le 16/04/2014 11:49, Jack a écrit : but i would prefer if we could use the antialiased version as the default (as i expect it to be more useful in general). Hmm, people who used to use FSAA message to manage antialiasing for their fonts, will have something different in the 3D scene.

Re: [GEM-dev] anti-aliased [text3d]

2014-04-16 Thread IOhannes m zmölnig
On 04/16/2014 11:49 AM, Jack wrote: if so, then i guess it's a bug. I don't know, it was just a guess. What is the behavior of precision on antialiasing then ? it's not a real anti-alias. it's rendering the font onto a texture of a given size (evtl. rather small) and then scaling the

Re: [GEM-dev] anti-aliased [text3d]

2014-04-15 Thread IOhannes m zmölnig
On 04/15/2014 10:27 AM, Philippe Boisnard wrote: Hello IOhannes hi philippe. please always answer via the list (unless your answer is indeed private). White can I find this new version of text3d ? it's currently only in the git version of Gem. no binaries yet. attached is a screenshot

Re: [GEM-dev] anti-aliased [text3d]

2014-04-15 Thread Jack
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Le 14/04/2014 15:40, IOhannes m zmölnig a écrit : i've just committed an updated version of [text3d] that has a kind of anti-aliasing built-in. it uses textures internally. the size of the texture (and thus the bluriness) can be controlled via