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Antialiasing Support #102489
12/18/06 07:05
12/18/06 07:05
Joined: Jul 2006
Posts: 503
Australia
A
adoado Offline OP

User
adoado  Offline OP

User
A

Joined: Jul 2006
Posts: 503
Australia
Maybe some Anti aliasing Support would be good...:D


Visit our development blog: http://yellloh.com
Re: Antialiasing Support [Re: adoado] #102490
12/18/06 07:09
12/18/06 07:09
Joined: Jul 2003
Posts: 893
Melbourne, Australia
Matt_Coles Offline

User
Matt_Coles  Offline

User

Joined: Jul 2003
Posts: 893
Melbourne, Australia
I would like to see this too, I have brought it up a few times

Re: Antialiasing Support [Re: Matt_Coles] #102491
12/18/06 07:36
12/18/06 07:36
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline
Expert
Matt_Aufderheide  Offline
Expert
M

Joined: Oct 2003
Posts: 4,131
yeah i dont know why there cant be a simple D3D_Antialising flag..


Sphere Engine--the premier A6 graphics plugin.
Re: Antialiasing Support [Re: Matt_Aufderheide] #102492
12/18/06 07:47
12/18/06 07:47
Joined: Oct 2003
Posts: 702
Z
zazang Offline
User
zazang  Offline
User
Z

Joined: Oct 2003
Posts: 702
I thought d3d_mipmapping and d3d_anisotropy already help in this matter..


I like good 'views' because they have no 'strings' attached..
Re: Antialiasing Support [Re: zazang] #102493
12/18/06 10:06
12/18/06 10:06
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline
Expert
Matt_Aufderheide  Offline
Expert
M

Joined: Oct 2003
Posts: 4,131
No those settigns have nothign to do with anti aliasing, which is a specific hardware device setting.


Sphere Engine--the premier A6 graphics plugin.
Re: Antialiasing Support [Re: Matt_Aufderheide] #102494
12/18/06 11:26
12/18/06 11:26
Joined: Jun 2005
Posts: 4,875
broozar Offline
Expert
broozar  Offline
Expert

Joined: Jun 2005
Posts: 4,875
could it be set directly in the registry? if so, we could use tripleX's registryDLL to switch it before the game starts and turn it off again at exit. unfortunately, i only found out how to configure the limits (eg. AA16x) on msdn, not how to set the desired value.

Re: Antialiasing Support [Re: broozar] #102495
12/18/06 13:53
12/18/06 13:53
Joined: Jan 2006
Posts: 1,829
Neustadt, Germany
T
TWO Offline

Serious User
TWO  Offline

Serious User
T

Joined: Jan 2006
Posts: 1,829
Neustadt, Germany
Badboys hack; and if it´s just a flag, why JCL hasn´t implemented yet?

Re: Antialiasing Support [Re: TWO] #102496
12/18/06 15:17
12/18/06 15:17
Joined: Jun 2006
Posts: 379
Flevoland, 5 meters under wate...
Roel Offline
Senior Member
Roel  Offline
Senior Member

Joined: Jun 2006
Posts: 379
Flevoland, 5 meters under wate...
some other game developers give the user a choice where
you can switch between anti aliasing and no anit aliasing.
I don't think they change settings in the hardware


Check out the throwing game here: The throwing game
Re: Antialiasing Support [Re: Roel] #102497
12/18/06 15:26
12/18/06 15:26
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline
Expert
Matt_Aufderheide  Offline
Expert
M

Joined: Oct 2003
Posts: 4,131
Heres how antialising works: you have to recreate the main backbuffer surface when you enable or disable multisampling (aniti-aliasing). Not normally a big deal..


Sphere Engine--the premier A6 graphics plugin.
Re: Antialiasing Support [Re: Matt_Aufderheide] #102498
12/18/06 18:24
12/18/06 18:24
Joined: Mar 2001
Posts: 3,298
Beverly, Massachusetts
Rhuarc Offline
Expert
Rhuarc  Offline
Expert

Joined: Mar 2001
Posts: 3,298
Beverly, Massachusetts
Quote:

Not normally a big deal..




But Conitec isn't a "normal" company, either

Projection: version 8.


I no longer post on these forums, keep in touch with me via:
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