NVidia Antialiasing Issues
by Brian Wells · in Torque Game Engine · 03/10/2002 (11:38 am) · 10 replies
I was wondering if anyone had tried to intigrate this feature into torque? It works for me if I turn it on forcibly via the properties portion of the display device in windows, but I have no clue how to enable this via the software itself.
I have noticed that the quality of the graphics are amazing when this is enabled (or better yet the Cuincunx feature for GeForce 3 users for 4xAA) and want to make this a feature WITHOUT having to enable it manually each time I have the user run a game.
THankS!
I have noticed that the quality of the graphics are amazing when this is enabled (or better yet the Cuincunx feature for GeForce 3 users for 4xAA) and want to make this a feature WITHOUT having to enable it manually each time I have the user run a game.
THankS!
#2
Take a look at the nVidia site:-
http://developer.nvidia.com/view.asp?IO=nvpixelformat
This explains exactly how the effect is achieved. I got it working in a test application and the results are excellent although I never extended this to Torque.
A PDF link on the nVidia site explains exactly how to do get it working:-
http://developer.nvidia.com/docs/IO/1594/ATT/PixelformatsAndMultisample.pdf
Maybe I'll get a bit more time soon and get this working but it just isn't a priority at the moment.
03/10/2002 (3:56 pm)
I had a quick look at this and was going to implement it myself (but never got the time).Take a look at the nVidia site:-
http://developer.nvidia.com/view.asp?IO=nvpixelformat
This explains exactly how the effect is achieved. I got it working in a test application and the results are excellent although I never extended this to Torque.
A PDF link on the nVidia site explains exactly how to do get it working:-
http://developer.nvidia.com/docs/IO/1594/ATT/PixelformatsAndMultisample.pdf
Maybe I'll get a bit more time soon and get this working but it just isn't a priority at the moment.
#3
It'd be nice to have proper antialiasing enable/disable from scripts..
12/06/2004 (4:48 am)
Anyone done this yet?It'd be nice to have proper antialiasing enable/disable from scripts..
#4
12/06/2004 (10:07 am)
Turning on FSAA in the app is really easy to do. The problem that I've seen is nasty lines along the edges of text characters. I believe the problem is due to the way the fonts are stored and/or indexed in textures with Torque.
#5
12/07/2004 (9:02 pm)
I thought there was a script function/variable to do control this already.
#6
12/08/2004 (10:37 am)
Cool! ;)
#7
12/11/2004 (6:08 pm)
What's the function/prefrence? I've looked for it before, but I couldn't find it.
#8
12/12/2004 (12:02 pm)
It's something like setOpenGLFSAA. I'd snoop around in the GL and platform specific files and see what I could come up with for console variables and functions.
#9
(I'm Running ATI 9600 XT)
04/20/2005 (8:38 pm)
Tried using setOpenGLFSAA(), did $pref::OpenGL::numFSAASamples = "2"; in prefs... then I tried setFSAA(2); and that looked like a pretty good tip, but no still no go. Pretty much tried all the hints I could get out of grepping fsaa on the engine dir. The output however leaves me to believe FSAA has only been implemented for the mac platform tho..?(I'm Running ATI 9600 XT)
#10
04/21/2005 (11:02 am)
The output...?
Torque Owner John Quigley
To get started, look in QGL_Ext_Init() in platformWin32/winGL.cc. The code there queries the GL extension string to conditionally install enhanced features. Something similar might work for anti-aliasing, although you'd have to research what the software interface actually is (it might not be extensions).