OpenGL Render: Support full-sample Anti-Aliasing

This brings back old (slower), higher quality method.
Useful since graphics cards often use a faster MSAA which only oversamples edges.
This commit is contained in:
2015-11-12 00:06:26 +11:00
parent 145298e2d3
commit 7b96f02f5b
8 changed files with 102 additions and 27 deletions

View File

@@ -565,6 +565,7 @@ void BKE_sequencer_new_render_data(
r_context->view_id = 0;
r_context->gpu_offscreen = NULL;
r_context->gpu_samples = (scene->r.mode & R_OSA) ? scene->r.osa : 0;
r_context->gpu_full_samples = (r_context->gpu_samples) && (scene->r.scemode & R_FULL_SAMPLE);
}
/* ************************* iterator ************************** */
@@ -3221,7 +3222,7 @@ static ImBuf *seq_render_scene_strip(const SeqRenderData *context, Sequence *seq
context->scene->r.seq_prev_type,
(context->scene->r.seq_flag & R_SEQ_SOLID_TEX) != 0,
use_gpencil, true, scene->r.alphamode,
context->gpu_samples, viewname,
context->gpu_samples, context->gpu_full_samples, viewname,
context->gpu_fx, context->gpu_offscreen, err_out);
if (ibuf == NULL) {
fprintf(stderr, "seq_render_scene_strip failed to get opengl buffer: %s\n", err_out);