Hi
Thanks everybody! I really appreciate your answers.
I would like to give a little more information so I can resolve this issue.
I am implementing this feature. When MSAA (CSS antialias style is true for the GL canvas) is on, our users should be able to draw crispy lines.
It is done by fixing all the vertex position to the 0.5 (center of pixels) according to DX10/11/openGL rasterization specs.
Presumably, MSAA is within one pixel, that should draw a crispy straight line (pixel width = 1).
We did the same thing for Desktop OpenGL, and it works well on most GPUs.
But For WebGL only on Intel GPU only, it seems to still draw 3 pixel-width lines when antialiasing is on for the GL canvas.
(even though I fix all the position to the 0.5 center of each pixel.
That is the webGL code I attached above.(
here. )
With this special WebGL code on Intel GPU, IE/FireFox/Chrome version 49 still draws 3-pixel-width-lines. (Canvas Antialiasing is on. on modern Lenovo laptop - Intel HD Graphics 5500. It supports DX 11.)
Funny thing is that NVidia/AMD GPUs still draws crispy lines (one-pixel-width). (This one-pixel-width line drawing is what I need.)
I also turned off filtering with CSS {padding: 0px; margin-left: auto; margin-right: auto; border: 0px none; display: block; image-rendering: optimizeSpeed; image-rendering: -moz-crisp-edges; image-rendering: -o-crisp-edges; image-rendering: -webkit-optimize-contrast; image-rendering: optimize-contrast; image-rendering: crisp-edges; image-rendering: pixelated; -ms-interpolation-mode: nearest-neighbor; }
I still don't get what I need. So this might be coming from something else, not filtering.
I would appreciate any any any ideas! There was somebody from ANGLE community that suspected the intel driver may draw sqrt(2) width of lines sometimes.
Thanks everybody! Have a great week! :-)
Thanks,
Taekyu