Advertisement

non-additive blending

Started by December 17, 2000 05:59 PM
1 comment, last by richardve 23 years, 11 months ago
Does someone know how to use non-additive blending? I don''t really like those double drawn outlines (I''m using lines on top of polygons (without textures), blended with GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) Here''s how it looks like: btw. I''m using this to make my fonts look smooth. GL_POLYGON_SMOOTH doesn''t work.
Did you set a polygon offset when you rendered the lines? It seems the pixels are fighting with eachother which will be in front (same error you get when yuo render 2 triangles at the same spot )

See the OpenGL Faq for a solution: http://www.frii.com/~martz/oglfaq/

GL_POLYGON_SMOOTH is dangerous for framerates. A geforce will dive into software rendering when you specify that. I think you rendered the characters with the wgl functions? the characters are then really big, so you won''t notice the smoothing done by the driver (which isn''t that good).

Wellicht helpt dit

--

Get productive, Get DemoGL: http://www.demogl.com
--
Get productive, Get DemoGL: http://www.demogl.com
Advertisement
No, the pixels aren''t fighting because I don''t use a z-buffer.

I''ve tried everything from the OGL FAQ and the RedBook but it won''t work.

And yes, I''m using a wgl function to get the polygon data but it looks bad when scaling the font without smooth lines.
The fonts move, scale and fade all the time like in Flash so that''s why I want them smooth.

Heeft dus niet veel geholpen maar toch bedankt voor de reply

This topic is closed to new replies.

Advertisement