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Antiasing performance issue

Started by August 05, 2005 08:57 PM
1 comment, last by GameDev.net 19 years, 3 months ago
Hey, I've included the antialiasing technic used in Nehe Lesson 46 (GL_MULTISAMPLE_ARB), and it works fine, but fps are dropping bad... I've also included the font printing technic using wglUseFontOutlines as shown in another lesson. It works fine too, but there are missing chuncks everywhere for some Fonts with irregularities and narrow lines I need to use. So that's why Ive started using antialiasing, and it cleaned out the font well. But the fps cost is way too high and that is even if I enable it only to print the text. Actually, it seems like there is no significative difference if I use it all the way or only for my text. Is it normal ? Would it be possible that my build font function take care of the antialiasing process and build the gl list of the font without further cost ? Is there a way to do antialiasing in a more effective way ? I tought that I could print my antialiased font in a picture file and using it instead of the font. It sounds like the best way to deal with this, what do you think ? Is there a tool that could do this for me ? Is there someone willing to do some voluntary work for me ? I'll put your name in my game credits !! hehe ;) Well, thank you for the help and for your time! Good day

What you're talking about is called a textured font, it is possible, and yes, there are tools that can do almost all of the work for you..

Check out glFont at: http://students.cs.byu.edu/~bfish/glfont.php

See this page for a lot of information about text+fonts in OpenGL: http://www.opengl.org/resources/features/fontsurvey/
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Also note that antialiasing makes the FPS drop PER DEFINITION (maybe even by half), as it essentially renders the whole scene twice.

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