"SFML antialiasing" is just OpenGL multi-sampling. There's nothing much we can do...
opengl antialiasing does not work properly in recent processing versions unless you
first do a " hint(DISABLE_OPENGL_2X_SMOOTH);" Then you can reenable it or
smooth() or whatever. If you don't disable it first, you don't get the
best AntiAlias quality.
I think it's not "just OpenGL", because OpenGL MSAA depends on many opengl settings (and it's configuration sequence) which is configured by SFMLNot really... SFML enables multi-sampling if you tell it to, and uses the number of samples that you set in sf::ContextSettings. That's it for the "many OpenGL settings".
QuoteI think it's not "just OpenGL", because OpenGL MSAA depends on many opengl settings (and it's configuration sequence) which is configured by SFMLNot really... SFML enables multi-sampling if you tell it to, and uses the number of samples that you set in sf::ContextSettings. That's it for the "many OpenGL settings".
But if you have a good understanding of OpenGL anti-aliasing, and you think we do it the wrong way, why don't you test it yourself and try to come up with a better "configuration sequence"? That would be much more relevant than comparing the result to some other API about which we know nothing.
I'm noob in openglSo how do you know all that stuff?
OpenGL MSAA depends on many opengl settings (and it's configuration sequence)
I see that D2D has much better MSAAHow do you know it is MSAA?
But test shows that it works much worse. Why?The only way to spot the difference is to know exactly how OpenGL MSAA works, and how D2D antialiasing works.
But my question is still open. How I can improve antialiasing with using SFML?The only option that SFML provides is the number of samples when you enable MSAA. For other solutions you'll have to look at what you can do with OpenGL directly. Google "2D antialiasing OpenGL" for a starting point ;)