Romain, can you please briefly elaborate on the technique of using a slightly more complicated mesh with a texture map?
On Apr 12, 2:19 pm, ivan <istas...@gmail.com> wrote: > Romain, can you please briefly elaborate on the technique of using a > slightly more complicated mesh with a texture map? > > On Apr 12, 1:05 pm, Romain Guy <romain...@android.com> wrote: > > > > > > > > > > 1.) What anti-aliasing technique (for simple lines) is guaranteed to > > > work on all/most older devices that don't have the latest and > > > greateast GPUs. > > > You will have to generate a slightly more complicated mesh and use a > > texture to simulate anti-aliasing. You can also use a fragment shader. > > > > 2.) How is anti-aliasing (again for simple lines) done on the new > > > hardware with anti-aliased frame buffers? > > > You simply enable MSAA. Note that MSAA is not supported by all GPUs > > (Tegra2 and Tegra3 for instance) and that it can be costly (memory > > and/or time.) > > > -- > > Romain Guy > > Android framework engineer > > romain...@android.com -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en