I'm using OpenGL AA in his game, and I use wglChoosePixelFormatARB to select the appropriate rendering context. There is a problem with selecting the correct mode.
As you know, GPUs may use a variety of AA strategies in various combinations (MSAA, SSAA, CSAA, etc.). For instance. if I request WGL_SAMPLES_ARB = 8 , I get a very nice anti-aliasing, but it is only partially turned off, when I call glDisable(GL_MULTISAMPLE) , and when I ask WGL_SAMPLES_ARB = 7 , it can be easily unplugged.
Here is a quote that I found:
Initially, there was only multisample anti-aliasing (MSAA). The samples were assigned to the number of MSAA samples per pixel to allocate for this framebuffer system. Clean, simple.
Then GPUs manufacturers added support supersampling antialiasing (SSAA), smoothing smoothing (CSAA), and combinations of these three. For example, here are modes that are available on the NVidia GTX285 on the latest drivers, OpenGL 3.3:
Mode / description AA
- 0 - Off.
- 1 - 2x (2xMS)
- 5 - 4x (4xMS)
- 7 - 8x (4xMS, 4xCS)
- 8 - 16x (4xMS, 12xCS)
- 9 - 8x (4xSS, 2xMS)
- 10 - 8x (8xMS)
- 12 - 16x (8xMS, 8xCS)
So, I'm looking for a way to get a description of AA mode, what types of AA it brings together. Ho, I do it?
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