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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<<inline: Picture 5.png>>
