• <ins id="pjuwb"></ins>
    <blockquote id="pjuwb"><pre id="pjuwb"></pre></blockquote>
    <noscript id="pjuwb"></noscript>
          <sup id="pjuwb"><pre id="pjuwb"></pre></sup>
            <dd id="pjuwb"></dd>
            <abbr id="pjuwb"></abbr>

            逛奔的蝸牛

            我不聰明,但我會很努力

               ::  :: 新隨筆 ::  ::  :: 管理 ::
            Antialiasing 
            Another use for OpenGL’s blending capabilities is antialiasing. 
            Turning on antialiasing is simple. 
            First: you must enable blending and set the blending function.
            glEnable(GL_BLEND);
            glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

            Second: choose to antialias points, lines, and/or polygons(any solid primitive) by  calling glEnable:
            glEnable(GL_POINT_SMOOTH);  // Smooth out points.(smooth out: 使平滑)
            glEnable(GL_LINE_SMOOTH); // Smooth out lines.
            glEnable(GL_POLYGON_SMOOTH); // Smooth out polygon edges.

            Third: give hint to do the best job possible:
            glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST);


            Solid objects antialiasing called "multisampling", more tedious rules.

            Point and line smoothing is widely supported, but unfortunately polygon smoothing is not available on all platforms. Even when GL_POLYGON_SMOOTH is available, it is not as convenient a means of having your whole scene antialiased as you might think. Because it is based on the blending operation, you would need to sort all your primitives from front to back! Yuck.


            Multisample(抽樣):
            A more recent addition to OpenGL to address this shortcoming is multisampling. When this feature is supported (it is an OpenGL 1.3 feature), an additional buffer is added to the framebuffer that includes the color, depth, and stencil values. All primitives are sampled multiple times per pixel, and the results are stored in this buffer.

            First: you must obtain a rendering context that has support for a multisampled framebuffer.
            setFormat(QGLFormat(QGL::DoubleBuffer | QGL::DepthBuffer | QGL::SampleBuffers));
            Second: turn multisampling on or off:
            glEnable(GL_MULTISAMPLE); // glDisable(GL_MULTISAMPLE);

            Another important note about multisampling is that when it is enabled, the point, line, and polygon smoothing features are ignored if enabled. On a given OpenGL implementation, points and lines may look better with smoothing turned on instead of multisampling.
            實體圖形效果非常的好啊, 比使用前面的antialiasing好非常多. 而且就上面兩步搞定. 但對于點和線來說, 使用smoothing的效果卻比multisampling的效果好, 所以要看情況來定.
            posted on 2009-05-23 15:14 逛奔的蝸牛 閱讀(2494) 評論(2)  編輯 收藏 引用 所屬分類: OpenGL

            評論

            # re: OpenGL: 反鋸齒 2012-07-30 14:47 外星人
            setFormat是哪里有?是哪個庫的?  回復  更多評論
              

            # re: OpenGL: 反鋸齒 2012-07-30 14:48 外星人
            setFormat在哪個庫文件?  回復  更多評論
              

            久久国产精品-久久精品| 亚洲中文字幕伊人久久无码| 久久亚洲私人国产精品| 国产99精品久久| 久久国产香蕉视频| 久久精品国产色蜜蜜麻豆| 97久久久久人妻精品专区| 久久精品无码av| 精品久久久久久中文字幕| 日韩美女18网站久久精品| 欧美黑人又粗又大久久久| 久久精品国产亚洲一区二区三区 | 久久国产乱子精品免费女| 久久99国产一区二区三区| 久久久一本精品99久久精品66| 久久99热只有频精品8| 亚洲国产精品成人AV无码久久综合影院 | 国产精品久久久久久久久久免费| 一级做a爰片久久毛片看看 | 99国内精品久久久久久久| 中文字幕无码精品亚洲资源网久久| 国产精品久久久久久| 中文精品99久久国产 | 欧美丰满熟妇BBB久久久| 国内精品伊人久久久久妇| 国产一区二区精品久久凹凸| 国产精品免费看久久久| 久久久久久久精品妇女99| 久久影视综合亚洲| 91精品久久久久久无码| 国内精品久久久久| 成人久久精品一区二区三区 | 久久经典免费视频| 久久香蕉国产线看观看猫咪?v| 久久综合欧美成人| 69SEX久久精品国产麻豆| 久久97精品久久久久久久不卡| 久久精品国产亚洲av水果派 | 99久久国产主播综合精品| 国产精品va久久久久久久| 岛国搬运www久久|