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Whole scene antialiasing question

Question asked by kbrafford on May 8, 2012

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][j].X(), JITTER[antialiasing][j].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

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