On an NVIDIA card I can perform anti-aliasing using the accumulation buffer something like this:
if(m_antialias)
{
glClear(GL_ACCUM_BUFFER_BIT);
for(int j = 0; j < antialiasing; j++)
{
accPerspective(m_camera.FieldOfView(), // Vertical field of view in degrees.
aspectratio, // The aspect ratio.
20., // Near clipping
1000.,
JITTER[antialiasing].X(), JITTER[antialiasing].Y(),
0.0, 0.0, 1.0);
m_camera.gluLookAt();
ActualDraw();
glAccum(GL_ACCUM, float(1.0 / antialiasing));
glDrawBuffer(GL_FRONT);
glAccum(GL_RETURN, float(antialiasing) / (j + 1));
glDrawBuffer(GL_BACK);
}
glAccum(GL_RETURN, 1.0);
}
On ATI cards the accumulation buffer is not implemented, and everyone says that you can do that in shader language now. The problem with that, of course, is that GLSL is a pretty high barrier to entry for an OpenGL beginner.
Can anyone point me to something that will show me how to do whole-scene anti-aliasing in a way that ATI cards can do, and that a newbie can understand?
Thanks,
--Keith Brafford