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Thread: Opengl es and antialiasing

  1. #1

    Opengl es and antialiasing

    Hi!

    There is some possibilities to implement antialiasing on opengl es?

    Thanx !

    Gius

  2. #2
    Senior Member
    Join Date
    May 2006
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    353
    On platforms that support it, you can enable multisampling/supersampling by choosing an EGLConfig with the attributes EGL_SAMPLE_BUFFERS == 1 and EGL_SAMPLES > 1.
    Georg Kolling, Imagination Technologies
    Please ask questions specific to PowerVR hardware or SDKs on the PowerVR Insider Forum
    DevTech@imgtec.com | http://www.powervrinsider.com

  3. #3
    Thanks for you answer... How i try to use this function? wich are the instructions?

    thanks...

  4. #4
    Senior Member
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    May 2006
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    You include those attributes in the attribute list you pass to eglChooseConfig.

    Code :
    EGLint confAttribs[] = {
      EGL_SAMPLE_BUFFERS, 1,
      EGL_SAMPLES, 2,
      // add your own required attributes here
      EGL_NONE
    };
    EGLConfig eglConfig;
    EGLint numConfig;
    if (!eglChooseConfig(eglDisplay, confAttribs, &eglConfig, 1, &numConfig) || numConfig != 1)
    {
      // error
    }
    // use eglConfig
    Georg Kolling, Imagination Technologies
    Please ask questions specific to PowerVR hardware or SDKs on the PowerVR Insider Forum
    DevTech@imgtec.com | http://www.powervrinsider.com

  5. #5
    Junior Member
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    Feb 2008
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    I have to say that using antialiasing with the sort of displays we have available on mobile devices does not make much sense, you can't really notice the diff... it just steals performance.

    However, you might be doing some advanced work with bigger better screens, or faster chips, anyway if your fps go down, turn it off. If there is a way to turn it off

  6. #6
    Senior Member
    Join Date
    May 2006
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    Quote Originally Posted by DDd
    I have to say that using antialiasing with the sort of displays we have available on mobile devices does not make much sense, you can't really notice the diff... it just steals performance.
    I can't say I agree with that part. I think the difference is quite noticeable.
    Georg Kolling, Imagination Technologies
    Please ask questions specific to PowerVR hardware or SDKs on the PowerVR Insider Forum
    DevTech@imgtec.com | http://www.powervrinsider.com

  7. #7
    Junior Member
    Join Date
    Feb 2008
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    12
    Quote Originally Posted by Xmas
    Quote Originally Posted by DDd
    I have to say that using antialiasing with the sort of displays we have available on mobile devices does not make much sense, you can't really notice the diff... it just steals performance.
    I can't say I agree with that part. I think the difference is quite noticeable.
    On large screens, without a doubt it is noticeable, and in all honesty should be the default setting. However we had some dev kits that had very small and crappy screens, where antialiasing did not do much diff in terms of image quality.

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