[android-developers] Re: Anti-Aliasing Lines in openGL

2012-04-18 Thread ivan
Romain, can you please briefly elaborate on the technique of using a
slightly more complicated mesh with a texture map?

On Apr 12, 2:19 pm, ivan  wrote:
> Romain, can you please briefly elaborate on the technique of using a
> slightly more complicated mesh with a texture map?
>
> On Apr 12, 1:05 pm, Romain Guy  wrote:
>
>
>
>
>
>
>
> > > 1.) What anti-aliasing technique (for simple lines) is guaranteed to
> > > work on all/most older devices that don't have the latest and
> > > greateast GPUs.
>
> > You will have to generate a slightly more complicated mesh and use a
> > texture to simulate anti-aliasing. You can also use a fragment shader.
>
> > > 2.) How is anti-aliasing (again for simple lines) done on the new
> > > hardware with anti-aliased frame buffers?
>
> > You simply enable MSAA. Note that MSAA is not supported by all GPUs
> > (Tegra2 and Tegra3 for instance) and that it can be costly (memory
> > and/or time.)
>
> > --
> > Romain Guy
> > Android framework engineer
> > romain...@android.com

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[android-developers] Re: Anti-Aliasing Lines in openGL

2012-04-12 Thread ivan
Romain, can you please briefly elaborate on the technique of using a
slightly more complicated mesh with a texture map?


On Apr 12, 1:05 pm, Romain Guy  wrote:
> > 1.) What anti-aliasing technique (for simple lines) is guaranteed to
> > work on all/most older devices that don't have the latest and
> > greateast GPUs.
>
> You will have to generate a slightly more complicated mesh and use a
> texture to simulate anti-aliasing. You can also use a fragment shader.
>
> > 2.) How is anti-aliasing (again for simple lines) done on the new
> > hardware with anti-aliased frame buffers?
>
> You simply enable MSAA. Note that MSAA is not supported by all GPUs
> (Tegra2 and Tegra3 for instance) and that it can be costly (memory
> and/or time.)
>
> --
> Romain Guy
> Android framework engineer
> romain...@android.com

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