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Re: Antialiased Primitives



Is there any way of turning on OpenGL hardware
antialiasing for any of QC 3.x's builtin primitive
objects? Or would the only solution be to create a
plugin to render smooth-edged primitive meshes?


I've not been able to find a way to do it within QC, but if you use a QCRenderer, you can supply a context with multisample enabled, and it should work. perhaps there's a way to enable it that I've not thought of though.

If you make plugins to render GL primitives, you can get antialiased points and lines, but not polygons (polygon smoothing isn't as simple or straightforward as point/line smoothing).

Further, QC's built-in Line patch does antialiased lines already, so point smoothing is about all you'll be able to accomplish via custom plugin within QC.

--
[ christopher wright ]
email@hidden
http://kineme.net/

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 >Antialiased Primitives (From: Alex Drinkwater <email@hidden>)



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