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Accum Buffer + Anti-Aliasing Weirdness

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Accum Buffer + Anti-Aliasing Weirdness
« on: May 23, 2006, 17:06:23 »
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...



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:
Code: [Select]
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:
Code: [Select]
Display.create( new PixelFormat( 0, 4, 1, 1, 6, 0, 1, 1, false ) );


Any thoughts?

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Offline Matzon

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Accum Buffer + Anti-Aliasing Weirdness
« Reply #1 on: May 23, 2006, 17:17:06 »
ati doesn't do more than 4x AA ?

Accum Buffer + Anti-Aliasing Weirdness
« Reply #2 on: May 23, 2006, 19:01:15 »
Ahh, that would explain it.  Thanks.

Accum Buffer + Anti-Aliasing Weirdness
« Reply #3 on: May 23, 2006, 20:48:15 »
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

Accum Buffer + Anti-Aliasing Weirdness
« Reply #4 on: May 23, 2006, 21:42:58 »
Cool, thanks for the advice.  I'll have to give that a try.