Open sasmaster opened 6 years ago
Hi. Have you looked in to this issue?
I have not tested rendering to single channel render target.
I remember that at some point in past alpha blending was supported only for RGB and RGBA targets. Have you tested rendering a simple alpha blended triangle to see what happens?
But my issue is not with alpha blending, Are you using some sort of sdf algorithm to smooth curved edges?.In my case I am getting aliasing on geometry edge (straight line) of the polygon. That's why I am asking if I must enable msaa by default. But I will try rendering into RGB attachment. I just wanted save some bandwidth.
On Jan 26, 2018 19:47, "Mikko Mononen" notifications@github.com wrote:
I have not tested rendering to single channel render target.
I remember that at some point in past alpha blending was supported only for RGB and RGBA targets. Have you tested rendering a simple alpha blended triangle to see what happens?
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The AA is done by drawing 1px wide strip around the polygon, where alpha=0 outside. So if you are not using MSAA, NanoVG's AA needs alpha blending.
@sasmaster it happened to be once that NVG_ANTIALIAS
didn't appear to be working, and it was because I wasn't passing the correct devicePixelRatio
value to nvgBeginFrame()
, where devicePixelRatio
must be the framebuffer width / window width. I don't remember what I did wrong back then, maybe I inverted them, but yeah... passing the wrong devicePixelRatio value made jagged edges for me. Maybe your issue is something else. I suggest compiling and running the example/example_gl3.c
as-is to see if antialiasing works or not. I hope it helps. Good luck!
Hi, I am rendering a rectangular shape with one side as a diagonal into offscreen frame buffer.Now,from what I understood,I should be able to use NVG_ANTIALIAS flag to antialias edges instead of MSAA. But I can't see any antialiasing. Am I missing something regarding this flag.Here is related texture. test.zip Now,this is single 8bit channel texture attachment, with GL format GL_RED and internal format GL_R8. Thanks.