Hey all. I was trying out some things with the accumulation buffer to have some cool fullscreen motion blur effects and I wanted to have some anti-aliasing to smooth out the edges of the models. Well, heres what I got when I did the accum buffer with 6x anti-aliasing...
(http://www.rit.edu/~jrs8212/lwjgl/accum_buffer_problem.png)
It still runs, but looking like that. I'm not sure if its LWJGL, OpenGL or my ATI card (9800pro). It does work, however, with 4x and below anti-aliasing.
Code for accum buffer to do motion blur:
GL11.glAccum( GL11.GL_MULT, .90f );
GL11.glAccum( GL11.GL_ACCUM, .10f );
GL11.glAccum( GL11.GL_RETURN, 1f );
Code for the PixelFormat of the Display with 6x anti-aliasing:
Display.create( new PixelFormat( 0, 4, 1, 1, 6, 0, 1, 1, false ) );
Any thoughts?
ati doesn't do more than 4x AA ?
Ahh, that would explain it. Thanks.
I wouldn't use the accumulation buffer if I was you. Alot of hardware "supports" it, but via software mode.
Much safer to render to texture either using EXT_fbo, pbuffer or just a straight out copy from frame buffer, then make a few fullscreen quads with varying alpha colours and blit the textures onto those textures...
DP
Cool, thanks for the advice. I'll have to give that a try.