I tried to use OSMesa to do offscreen rendering, refer to the osdemo and the tutorial here: http://www.alecjacobson.com/weblog/?p=2827 There are obvious serrations on the edge of the model. I have tried these solution but all failed, can any one gieve me some suggestions? the solution I have tried: 1. Using post processing -- pp_jimenezmlaa the result is not good enough.
2. Try to using MSAA by FBO, but the multisamled fbo can't be created correctly. Detail desctription here: http://stackoverflow.com/questions/43532454/osmesa-gl-framebuffer-incomplete-attachment-error-when-create-a-multisampling-fb 3. Try to modify the sampling function in mesa, according the thread: https://sourceforge.net/p/mesa3d/mailman/message/24438334/ , set the stop = 16 and add exit(__LINE__) in the function. but it seems the function is not used anymore. The mesa swrast AA triangle code is in src/mesa/swrast/s_aatriangle.c and s_aatritemp.h The compute_coverage() functions (different versions for RGB vs. CI mode) basically count how many sub-pixel samples lie inside the triangle for each pixel. A jittered 4x4 sample pattern is used. You could probably increase the number of samples to improve AA quality a little. -Brian Thanks! ________________________________ wegat...@hotmail.com
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