Re: Antialiassing in an FxPlug
Re: Antialiassing in an FxPlug
- Subject: Re: Antialiassing in an FxPlug
- From: Pete Warden <email@hidden>
- Date: Tue, 29 Jan 2008 17:18:37 -0800
On Jan 28, 2008, at 1:46 AM, Gary Fielke wrote:
I'm trying to use opengl multisampling in an FxPlug and I keep
hitting deadends.
a) GL_EXT_framebuffer_multisample isn't yet implemented (at least on
my hw)
b) I've set up a pbuffer with a multisample pixel format
(GL_SAMPLE_BUFFERS = 1 and GL_SAMPLES = 4, and enabling
GL_MULTISAMPLE) but no antialiassing is being done. http://lists.apple.com/archives/mac-opengl/2005/Oct/msg00074.html
suggests multisample pbuffers aren't supported and suggests
solution c) - which does work in an app, but cannot be used in an
FxPlug.
c) I cannot use a hidden window with an NSOpenGLView (created with
multisample pixel format) as the shared context passed to the FxPlug
is a CGLContextObj which it seems can't be used with the windowing
system.
It surely must be possible somehow?
Any help to get me on the right path is appreciated!
Hi Gary,
you're right, there are a lot of mines to step on when
trying to get multisampling working in an FxPlug. Since as you
discovered PBuffers don't support them, and I'm not sure of the state
of FBO support, we've tended to do the same operations manually. I
don't have much information on the state of hidden windows, since it's
been a long time since we used them, but it's a pretty unusual path to
be using these days and I wouldn't recommend it.
Basically, allocate a pbuffer or FBO that's several times larger than
the final output, and draw into it scaled up. Then as a final pass,
scale down and resample the result into the output.
One thing to watch out for with this is that you may hit card limits
to the maximum texture size, or even how many textures will fit in
VRAM at 16 and 32 bit float bit depths. FCP and Motion have checks to
limit the output size they request to stay within those limits. Rather
than allocating one large buffer, you may instead want to allocate
several smaller buffers at the output size, draw separately into them
as tiles, and then join them together by rendering them into the final
output.
Is that any help?
Pete
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