On Sun, Mar 2, 2008 at 9:14 PM, Alex Holkner <[EMAIL PROTECTED]> wrote:
>
>  On Mon, Mar 3, 2008 at 2:58 PM, Nathan <[EMAIL PROTECTED]> wrote:
>  >  Anyway, I doubt many of you will find it that interesting (unless you
>  >  have toddlers of your own, I suppose), but I did have one technical
>  >  question:  How do you get your polygons to be anti-aliased?
>  >
>  >  I did all the following (with the line-specific left-over from an
>  >  earlier project):
>  >
>  >       glEnable(GL_LINE_SMOOTH);
>  >       glEnable(GL_POLYGON_SMOOTH);
>  >       glEnable(GL_BLEND);
>  >       glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
>  >       glHint(GL_LINE_SMOOTH_HINT, GL_DONT_CARE);
>  >       glHint(GL_POLYGON_SMOOTH_HINT, GL_DONT_CARE);
>  >       glLineWidth(2);
>
>
> >  What am I missing?  How can I get the circles anti-aliased?
>
>  Use GL_NICEST instead of GL_DONT_CARE on the polygon smooth hint.  For
>  more control over antialiasing, use a multisample buffer; the
>  examples/opengl.py program has an example of how to set this up
>  (assuming your hardware supports it).

I changed that init section to the following, but it made no visible
change (see attached screenshot):

      glEnable(GL_POLYGON_SMOOTH);
      glEnable(GL_BLEND);
      glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
      glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST);

I'm on OS X 10.5.2 on a recent model MacBook Pro.

~ Nathan

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