• <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(2498) 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
              

            亚洲午夜久久久久妓女影院| 国产产无码乱码精品久久鸭| 国产精品伊人久久伊人电影| 看全色黄大色大片免费久久久| 久久婷婷五月综合色99啪ak| 久久综合88熟人妻| 国产精品久久久久久| 日本久久中文字幕| 国产亚洲精久久久久久无码| 久久无码人妻精品一区二区三区| 亚洲国产精品18久久久久久| 九九久久精品无码专区| 久久久久高潮毛片免费全部播放 | 久久男人Av资源网站无码软件| 久久国产精品久久| 一本久久知道综合久久| 国产ww久久久久久久久久| 久久久无码精品亚洲日韩蜜臀浪潮 | 亚洲人成精品久久久久| 国产精品欧美亚洲韩国日本久久| 亚洲综合伊人久久综合| 免费精品久久久久久中文字幕| 久久久精品一区二区三区| 亚洲精品国产字幕久久不卡| 四虎影视久久久免费| 成人午夜精品久久久久久久小说| 欧美va久久久噜噜噜久久| 亚洲美日韩Av中文字幕无码久久久妻妇 | 婷婷久久久亚洲欧洲日产国码AV| 久久婷婷色综合一区二区| 国产精品成人精品久久久 | 久久中文字幕一区二区| 久久久亚洲欧洲日产国码aⅴ | 亚洲av伊人久久综合密臀性色| 日批日出水久久亚洲精品tv| 色综合久久中文综合网| 7国产欧美日韩综合天堂中文久久久久 | 欧美日韩精品久久久免费观看 | 国内精品伊人久久久久| 精品国产乱码久久久久久1区2区 | 99久久国产热无码精品免费久久久久|