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Posted: Fri Oct 25, 2002 9:50 pm
If anyone is wondering how AA blender would look then check this: http://www.itcollege.ee/~joras/shot.jpg
Posted: Sat Oct 26, 2002 6:46 am
well, hornestly i don't think that's needed.but if it doesnt cost any
performance and somebody is willing to implent it . Implent it!
Posted: Sat Oct 26, 2002 10:49 am
well. it is already implemented, sort of
. i just made a screenshot.
Posted: Sat Oct 26, 2002 6:30 pm
uh,that's cool. How much performance does it cost?
Posted: Sat Oct 26, 2002 9:01 pm
what did you do - enable openGL antialiasing of the UI?
looks pretty. could you tie it in to a toggle on the buttons window of each viewpane, so people can decide which 3D views they want AA?
that would be impressive.
Posted: Sun Oct 27, 2002 12:03 pm
Actually i was wondering myself how the AA blender would look and so i did a quick hack and made a screenshot out of it. Just playing around.
Posted: Mon Oct 28, 2002 6:40 am
wow! looks cool
What does a view with textures and everything look like (not just wireframe)?
Posted: Mon Oct 28, 2002 7:39 am
This is line AA, not fullscreen AA. Check the OpenGL tutorial near you
I think it looks great!
Posted: Wed Oct 30, 2002 8:35 am
you have my vote to add it to the CVS! Even not, you can send the patch to the guy doing FunBlender...
Oh yeah, did you see a performance hit?
Posted: Wed Oct 30, 2002 10:45 am
Yeah, there is a performance hit, but i have TNT2 too
but on small scene you can't notice it. Maybe the AA would be good for example curve editing??
Posted: Thu Oct 31, 2002 12:49 am
you say it's only line AA --> could it be object specific?
e.g. only AA subsurfed meshes, or nurbs. something like that?
just a thought.
Posted: Thu Oct 31, 2002 8:05 pm
If you've got a good video card you won't even notice a difference on line antialiasing
Posted: Thu Oct 31, 2002 10:49 pm
Logan wrote:If you've got a good video card you won't even notice a difference on line antialiasing
You mean the performance ofcourse?