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IndexProgramming Questions & HelpOpenGL and 3D Libraries › AntiAliasing differences
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AntiAliasing differences (Read 2020 times)
AntiAliasing differences
Nov 2nd, 2007, 2:41am
 
Up until the release of Processing 131, I had been using Mike Creightons hacky antialiasing so that I could get smoothed goodness with the renderer set to OPENGL.  The new hint(ENABLE_OPENGL_4X_SMOOTH) method works well, but I am noticing a big difference with one of my sketches which involves tiling an 'infinite' plane with a grass texture.

Check the image here.
http://www.flight404.com/_images/openglSmooth.jpg

At first glance, the version on the left looks crisper and smoother.  But its actually quite noisy when you see it in motion.  Disregard the lighting changes as the lighting position is dynamic so it was hard to get two grabs that matched brightnesses.  

So, as I was saying, the version on the left, when in motion, looks like it is covered with a sheen of white noise which crackles when the landscape moves.  The right version (AKA, the older hackier version) does well in motion and is quite smooth.

Any OPENGL folk wanna help me figure this out?  Are textures handled differently in the newer builds?
Re: AntiAliasing differences
Reply #1 - Nov 2nd, 2007, 3:15am
 
It looks like the old one was mip mapping the textures down. Maybe the new one isn't? Haven't had a chance to play with the latest release yet.
Re: AntiAliasing differences
Reply #2 - Nov 2nd, 2007, 3:45am
 
ah, yep.  Looks like that might be it.  update 126 disabled mipmapping.

" Disable mipmapping to fix memory leaking problem with OpenGL.  
 Bug #150 was fixed, then resurrected in the same release cycle.
 A better solution (that doesn't leak memory) is coming soon. "

Re: AntiAliasing differences
Reply #3 - Nov 11th, 2007, 8:30pm
 
flight404 wrote on Nov 2nd, 2007, 2:41am:
The new hint(ENABLE_OPENGL_4X_SMOOTH) ...


I tried out the the new hint() in Processing 133, but it doesn't work for me.  What I want to do with each draw() is draw another layer of stuff on top of what is already on the screen.  However, when I enable the hint (above), OPENGL seems to clear the screen each time.  Does anyone know a workaround for this

-- djones
Re: AntiAliasing differences
Reply #4 - Nov 13th, 2007, 11:36am
 
as stated in the hint() reference, the behavior is totally dependent on your graphics card. other cards won't clear the screen (seems that some with more texture memory don't have the problem). you can try messing with the video card settings (if it has some sort of control panel app) outside of processing in case that works.
Re: AntiAliasing differences
Reply #5 - Nov 13th, 2007, 1:55pm
 
flight404, how are you doing the wrap texture over the terrain ?
drawing a texture per landscape tile or using opengl WRAP ??

is processing able to do it ? if yes i would love to know how
Re: AntiAliasing differences
Reply #6 - Mar 30th, 2008, 12:11am
 
Hey crmx, sorry... didnt check this thread in a while.
I am doing OpenGL texture wrapping.

gl.glTexParameteri( GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_S, GL.GL_REPEAT );
gl.glTexParameteri( GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_T, GL.GL_REPEAT );

So, I see in the bug list that mipmapping was fixed for v135.  I am not having luck though, and the piece looks better in 125 than in 135.  Can anyone else verify this?
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