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Anti-aliased Plotting

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Nordlöw

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Nov 30, 2009, 6:03:44 AM11/30/09
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Any tips on how to implement anti-aliased (high-quality) filled (not-
lines but quads etc) 2d-plotting/visualization using OpenGL/GLSL?

Requirements should be a reasonably new GPU (say at most one year
old).

Primiitives should preferrably be faded-out after primitive specific
interval. Should the fading logic be implemented on the GPU using GLSL
aswell? Is this hard. Any code examples?

Thanks in advance,
Nordlöw

Wolfgang Draxinger

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Nov 30, 2009, 6:27:43 AM11/30/09
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Nordlöw wrote:

I doubt you will need shaders at all for this task. Antialiasing is done by
enabling multisample in the OpenGL visual. And the primitives, well, you
just draw them. Fading is done by keeping a lifetime for every primitive and
when its time has come fading the alpha to 0.

Heck you don't even need a top class GPU for that. Even a ages old GeForce2
could do it if you can live with the somewhat limited FSAA capabilities.
Every current low end GPU should be up to the task.

Code examples: My crystal ball's broken, so I don't really know, _what_ you
had in mind exactly.


Wolfgang

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