Welcome, Guest. Please login or register. Did you miss your activation email?

Author Topic: Anti-aliasing  (Read 4693 times)

0 Members and 1 Guest are viewing this topic.

smguyk

  • Jr. Member
  • **
  • Posts: 79
    • View Profile
Anti-aliasing
« on: January 18, 2015, 04:55:55 pm »
Hi,

what is the upper bound for sf::ContextSettings::antialiasingLevel?

I want my game to support anti-aliasing but I'm not sure which maximum level I should offer as an option. 0 to 8? 0 to 16? Even higher?

And what should the steps be? Single steps or steps of 2 / 4? For example 0, 1, 2, 3, 4, ... or 0, 2, 4, ...?

Thanks

Gambit

  • Sr. Member
  • ****
  • Posts: 283
    • View Profile
Re: Anti-aliasing
« Reply #1 on: January 18, 2015, 05:17:13 pm »
Its probably a good idea for things like sampling (MSAA, anisotropic filtering, etc) to be a power of 2 (0, 2, 4, 8, 16). I dont think a lot of games support x16 for a lot of things since it takes a fair amount of computer power. For the upper bound, personally, I'd suggest x8, it seems to be standard across lots of games. You could probably do something ridiculous like x128 or something if you really wanted.

smguyk

  • Jr. Member
  • **
  • Posts: 79
    • View Profile
Re: Anti-aliasing
« Reply #2 on: January 18, 2015, 05:37:05 pm »
Thanks!

Hapax

  • Hero Member
  • *****
  • Posts: 3379
  • My number of posts is shown in hexadecimal.
    • View Profile
    • Links
Re: Anti-aliasing
« Reply #3 on: January 19, 2015, 12:57:59 am »
If you want the maximum anti-aliasing level possible, select a number higher than you need. If it can't use the value because it's too high, it will use the next highest value.

a power of 2 (0, 2, 4, 8, 16)
1 is also a power of 2 so the list is: 0, 1, 2, 4, 8, 16.
Selba Ward -SFML drawables
Cheese Map -Drawable Layered Tile Map
Kairos -Timing Library
Grambol
 *Hapaxia Links*

 

anything