Fullscreen Anti Aliasing in gzdoom under opengl
Posted: Sun Feb 06, 2011 21:27
read this:
http://forum.zdoom.org/viewtopic.php?f=18&t=16568
they said that is possible but another issue is about the blurry sprites, i think a little blur can be very nice good looking!
i play a couple of years with gzdoom and i ask myself is it possible to render AA in gzdoom because if you somewhere are in a big map then at a far distance pixels dissapear if you move your mouse one pixel up or down. i dont know horizontally but vertically i saw the problem. i know in modern games like crysis you have AA but thats decrease the performance a lot. so i think gzdoom is the best port for AA. and for people who dont want aa they must be able to turn it off
there is a command line: +gl_vid_multisample 4 so later it would save in your ini file. now i have AA 4x i think?
but my question is, to put that option in gzdoom menu so you can set it too 2 or 3 or 4x. 4x is not enough. tree sprites loses or change pixels but much better then no AA:)
http://forum.zdoom.org/viewtopic.php?f=18&t=16568
they said that is possible but another issue is about the blurry sprites, i think a little blur can be very nice good looking!
i play a couple of years with gzdoom and i ask myself is it possible to render AA in gzdoom because if you somewhere are in a big map then at a far distance pixels dissapear if you move your mouse one pixel up or down. i dont know horizontally but vertically i saw the problem. i know in modern games like crysis you have AA but thats decrease the performance a lot. so i think gzdoom is the best port for AA. and for people who dont want aa they must be able to turn it off
there is a command line: +gl_vid_multisample 4 so later it would save in your ini file. now i have AA 4x i think?
but my question is, to put that option in gzdoom menu so you can set it too 2 or 3 or 4x. 4x is not enough. tree sprites loses or change pixels but much better then no AA:)