Hi Cary,
Anti-aliasing is definitely on, but now that you asked, if I set
setAntiAlias(false) it doesn't seem to make a difference.
I imagine the fact that there is some anti-aliasing happening comes
from the fact that the framebuffer has multisampling. I am using EGL
with a multisampling buffer with 4 samples, and I set fSampleCnt to 4
when I set up the render target. If I don't use multisampling then it
is very un-antialiasing, even with setAntiAlias(true)
To me it looks more of a matter of too low of a polygon count, but I
don't know how the GPU circle drawing is implemented so maybe there is
something else.
Just for completeness here is the EGL config:
EGLint attrs[] = {
EGL_RED_SIZE, 8,
EGL_GREEN_SIZE, 8,
EGL_BLUE_SIZE, 8,
EGL_ALPHA_SIZE, 8,
EGL_DEPTH_SIZE, 24,
EGL_STENCIL_SIZE, 8,
EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
EGL_SAMPLE_BUFFERS, 1,
EGL_SAMPLES, 4,
EGL_NONE
};
And the render target description:
rt_desc.fWidth = width; rt_desc.fHeight = height;
rt_desc.fConfig = kSkia8888_GrPixelConfig;
rt_desc.fRenderTargetHandle = 0;
rt_desc.fOrigin = kBottomLeft_GrSurfaceOrigin;
rt_desc.fSampleCnt = 4;
rt_desc.fStencilBits = 8;
This also leads back to my original question, how does Skia use the
depth buffer? Stencil buffer?
Thanks again,
-- dean
On Fri, Oct 17, 2014 at 7:41 PM, 'Cary Clark' via skia-discuss