multisampling

What does my choice of GLFW_SAMPLES actually do?

时光怂恿深爱的人放手 提交于 2019-12-04 00:28:54
问题 What does setting this variable do? For instance, if I set it to 4, what does that mean? I read a description on glfw.org (see here: GLFW Window Guide) under the "Framebuffer related hints" section. The manual says "GLFW_SAMPLES specifies the desired number of samples to use for multisampling. Zero disables multisampling. GLFW_DONT_CARE means the application has no preference." I also read a description of multisampling in general (see here: Multisampling by Shawn Hargreaves). I have a rough

How to use Multisampling with OpenGL FBOs

﹥>﹥吖頭↗ 提交于 2019-12-03 05:06:17
问题 I'm trying to enable mutlisampling and alpha-to-coverage for an FBO. Using the default framebuffer, all I have to do is call glEnable(GL_MULTISAMPLE) and glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE) . However, I am unable to achieve the same effect using my own FBO. My goal: Draw the scene to an FBO the same way it would be drawn to the default framebuffer with the above properties. From there I want to be able to use the image as a texture for future passes through a shader. This works : Code for

How to use Multisampling with OpenGL FBOs

核能气质少年 提交于 2019-12-02 17:32:35
I'm trying to enable mutlisampling and alpha-to-coverage for an FBO. Using the default framebuffer, all I have to do is call glEnable(GL_MULTISAMPLE) and glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE) . However, I am unable to achieve the same effect using my own FBO. My goal: Draw the scene to an FBO the same way it would be drawn to the default framebuffer with the above properties. From there I want to be able to use the image as a texture for future passes through a shader. This works : Code for making an FBO without multisampling/alpha-to-coverage, 1 color attachment, 1 depth attachment: //

multiple sampling in R [duplicate]

不想你离开。 提交于 2019-12-02 10:47:58
This question already has an answer here: How to split data into training/testing sets using sample function 23 answers Randomly sample data frame into 3 groups in R 4 answers I'd like to know how to make multiple sampling in R. For example, when I try dividing some data into 60(train data):40(validate data), I can write the code like this: original.data = read.csv("~.csv", na.strings="") train.index = sample(c(1:dim(original.data)[1]), dim(original.data)[1]*0.6) train.data = original.data[train.index,] valid.data = original.data[-train.index,] However, it is so hard to figure out making

What does my choice of GLFW_SAMPLES actually do?

老子叫甜甜 提交于 2019-12-01 03:16:26
What does setting this variable do? For instance, if I set it to 4, what does that mean? I read a description on glfw.org (see here: GLFW Window Guide ) under the "Framebuffer related hints" section. The manual says "GLFW_SAMPLES specifies the desired number of samples to use for multisampling. Zero disables multisampling. GLFW_DONT_CARE means the application has no preference." I also read a description of multisampling in general (see here: Multisampling by Shawn Hargreaves). I have a rough idea of what multisampling means: when resizing and redrawing an image, the number of points used to

Reading data using glReadPixel() with multisampling

浪子不回头ぞ 提交于 2019-11-30 17:22:06
问题 Presently I am trying to read the pixel data from the frame Buffer in order to capture the screen in IOS. GlreadPixels command works fine when using the following code to setup frame buffer :- //buffers // Create a depth buffer that has the same size as the color buffer. glGenRenderbuffersOES(1, &m_depthRenderbuffer); glBindRenderbufferOES(GL_RENDERBUFFER_OES, m_depthRenderbuffer); glRenderbufferStorageOES(GL_RENDERBUFFER_OES, GL_DEPTH_COMPONENT24_OES, width, height); // Create the

glReadPixels from FBO fails with multisampling

廉价感情. 提交于 2019-11-30 04:27:48
问题 I have an FBO object with a color and depth attachment which I render to and then read from using glReadPixels() and I'm trying to add to it multisampling support. Instead of glRenderbufferStorage() I'm calling glRenderbufferStorageMultisampleEXT() for both the color attachment and the depth attachment. The frame buffer object seem to have been created successfully and is reported as complete. After rendering I'm trying to read from it with glReadPixels() . When the number of samples is 0 i.e

How do I enable multisampling (antialiasing) in OpenGL with Qt5?

纵饮孤独 提交于 2019-11-29 10:46:36
How do I enable multisampling when I create the window? How should I initialize OpenGL to match? Took me a while to figure this one out. The trick is to use a QSurfaceFormat in your QWindow 's constructor like so: setSurfaceType(QWindow::OpenGLSurface); QSurfaceFormat format; format.setSamples(4); // Set the number of samples used for multisampling setFormat(format); // Note we set the format on the window... create(); // Create the window context = new QOpenGLContext(this); context->setFormat(format); // ...and set the format on the context too context->create(); And later, when initialising

How do you activate multisampling in OpenGL ES on the iPhone?

不打扰是莪最后的温柔 提交于 2019-11-28 22:04:19
I'm experimenting w/ improving the "resolution" of an OpenGL ES based app. Apple mentions here (developer.apple.com) that OpenGL ES in iOS 4 supports multisampling... and this can improve the graphics somewhat. How do you enable multisampling? The WWDC session 415 video goes over this a bit, so grab and watch that if you can. Essentially, you create a second framebuffer for msaa rendering using glRenderbufferStorageMultisampleAPPLE for its depth and color buffers. Then you bind this multisample framebuffer, render your scene, then do the multisampling resolve into your main framebuffer:

How do I enable multisampling (antialiasing) in OpenGL with Qt5?

↘锁芯ラ 提交于 2019-11-28 03:53:39
问题 How do I enable multisampling when I create the window? How should I initialize OpenGL to match? 回答1: Took me a while to figure this one out. The trick is to use a QSurfaceFormat in your QWindow 's constructor like so: setSurfaceType(QWindow::OpenGLSurface); QSurfaceFormat format; format.setSamples(4); // Set the number of samples used for multisampling setFormat(format); // Note we set the format on the window... create(); // Create the window context = new QOpenGLContext(this); context-