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Remove support for GL_POINT_SMOOTH and GL_LINE_SMOOTH antialiasing
These antialiasing techniques have been removed in OpenGL 3.1, they were often executed by the CPU, and Minetest does not use them. The OpenGL wiki recommends that we do not use this functionality in our program. https://www.khronos.org/opengl/wiki/Multisampling#Smooth_antialiasing
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@ -193,16 +193,9 @@ namespace video
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EAAM_SIMPLE=1,
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//! High-quality anti-aliasing, not always supported, automatically enables SIMPLE mode
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EAAM_QUALITY=3,
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//! Line smoothing
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//! Careful, enabling this can lead to software emulation under OpenGL
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EAAM_LINE_SMOOTH=4,
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//! point smoothing, often in software and slow, only with OpenGL
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EAAM_POINT_SMOOTH=8,
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//! All typical anti-alias and smooth modes
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EAAM_FULL_BASIC=15,
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//! Enhanced anti-aliasing for transparent materials
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/** Usually used with EMT_TRANSPARENT_ALPHA_CHANNEL_REF and multisampling. */
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EAAM_ALPHA_TO_COVERAGE=16
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EAAM_ALPHA_TO_COVERAGE=4
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};
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//! These flags allow to define the interpretation of vertex color when lighting is enabled
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@ -125,8 +125,6 @@ bool COGLES1Driver::genericDriverInit(const core::dimension2d<u32>& screenSize,
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
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glHint(GL_GENERATE_MIPMAP_HINT, GL_FASTEST);
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glHint(GL_LINE_SMOOTH_HINT, GL_FASTEST);
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glHint(GL_POINT_SMOOTH_HINT, GL_FASTEST);
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glDepthFunc(GL_LEQUAL);
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glFrontFace(GL_CW);
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glAlphaFunc(GL_GREATER, 0.f);
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@ -1798,33 +1796,15 @@ void COGLES1Driver::setBasicRenderStates(const SMaterial& material, const SMater
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// Anti aliasing
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if (resetAllRenderStates || lastmaterial.AntiAliasing != material.AntiAliasing)
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{
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// if (FeatureAvailable[IRR_ARB_multisample])
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{
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if (material.AntiAliasing & EAAM_ALPHA_TO_COVERAGE)
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glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE);
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else if (lastmaterial.AntiAliasing & EAAM_ALPHA_TO_COVERAGE)
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glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
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if (material.AntiAliasing & EAAM_ALPHA_TO_COVERAGE)
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glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE);
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else if (lastmaterial.AntiAliasing & EAAM_ALPHA_TO_COVERAGE)
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glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
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if ((AntiAlias >= 2) && (material.AntiAliasing & (EAAM_SIMPLE|EAAM_QUALITY)))
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glEnable(GL_MULTISAMPLE);
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else
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glDisable(GL_MULTISAMPLE);
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}
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if ((material.AntiAliasing & EAAM_LINE_SMOOTH) != (lastmaterial.AntiAliasing & EAAM_LINE_SMOOTH))
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{
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if (material.AntiAliasing & EAAM_LINE_SMOOTH)
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glEnable(GL_LINE_SMOOTH);
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else if (lastmaterial.AntiAliasing & EAAM_LINE_SMOOTH)
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glDisable(GL_LINE_SMOOTH);
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}
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if ((material.AntiAliasing & EAAM_POINT_SMOOTH) != (lastmaterial.AntiAliasing & EAAM_POINT_SMOOTH))
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{
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if (material.AntiAliasing & EAAM_POINT_SMOOTH)
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// often in software, and thus very slow
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glEnable(GL_POINT_SMOOTH);
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else if (lastmaterial.AntiAliasing & EAAM_POINT_SMOOTH)
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glDisable(GL_POINT_SMOOTH);
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}
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if ((AntiAlias >= 2) && (material.AntiAliasing & (EAAM_SIMPLE|EAAM_QUALITY)))
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glEnable(GL_MULTISAMPLE);
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else
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glDisable(GL_MULTISAMPLE);
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}
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// Texture parameters
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@ -171,8 +171,6 @@ bool COpenGLDriver::genericDriverInit()
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glClearDepth(1.0);
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
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glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
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glHint(GL_POINT_SMOOTH_HINT, GL_FASTEST);
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glFrontFace(GL_CW);
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// adjust flat coloring scheme to DirectX version
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#if defined(GL_ARB_provoking_vertex) || defined(GL_EXT_provoking_vertex)
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@ -2557,46 +2555,29 @@ void COpenGLDriver::setBasicRenderStates(const SMaterial& material, const SMater
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}
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// Anti aliasing
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if (resetAllRenderStates || lastmaterial.AntiAliasing != material.AntiAliasing)
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{
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if (FeatureAvailable[IRR_ARB_multisample])
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{
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if (material.AntiAliasing & EAAM_ALPHA_TO_COVERAGE)
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glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);
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else if (lastmaterial.AntiAliasing & EAAM_ALPHA_TO_COVERAGE)
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glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);
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if ((resetAllRenderStates
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|| lastmaterial.AntiAliasing != material.AntiAliasing)
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&& FeatureAvailable[IRR_ARB_multisample]) {
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if (material.AntiAliasing & EAAM_ALPHA_TO_COVERAGE)
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glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);
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else if (lastmaterial.AntiAliasing & EAAM_ALPHA_TO_COVERAGE)
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glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);
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if ((AntiAlias >= 2) && (material.AntiAliasing & (EAAM_SIMPLE|EAAM_QUALITY)))
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{
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glEnable(GL_MULTISAMPLE_ARB);
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if ((AntiAlias >= 2) && (material.AntiAliasing & (EAAM_SIMPLE|EAAM_QUALITY)))
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{
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glEnable(GL_MULTISAMPLE_ARB);
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#ifdef GL_NV_multisample_filter_hint
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if (FeatureAvailable[IRR_NV_multisample_filter_hint])
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{
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if ((material.AntiAliasing & EAAM_QUALITY) == EAAM_QUALITY)
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glHint(GL_MULTISAMPLE_FILTER_HINT_NV, GL_NICEST);
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else
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glHint(GL_MULTISAMPLE_FILTER_HINT_NV, GL_FASTEST);
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}
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#endif
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if (FeatureAvailable[IRR_NV_multisample_filter_hint])
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{
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if ((material.AntiAliasing & EAAM_QUALITY) == EAAM_QUALITY)
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glHint(GL_MULTISAMPLE_FILTER_HINT_NV, GL_NICEST);
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else
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glHint(GL_MULTISAMPLE_FILTER_HINT_NV, GL_FASTEST);
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}
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else
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glDisable(GL_MULTISAMPLE_ARB);
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}
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if ((material.AntiAliasing & EAAM_LINE_SMOOTH) != (lastmaterial.AntiAliasing & EAAM_LINE_SMOOTH))
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{
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if (material.AntiAliasing & EAAM_LINE_SMOOTH)
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glEnable(GL_LINE_SMOOTH);
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else if (lastmaterial.AntiAliasing & EAAM_LINE_SMOOTH)
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glDisable(GL_LINE_SMOOTH);
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}
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if ((material.AntiAliasing & EAAM_POINT_SMOOTH) != (lastmaterial.AntiAliasing & EAAM_POINT_SMOOTH))
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{
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if (material.AntiAliasing & EAAM_POINT_SMOOTH)
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// often in software, and thus very slow
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glEnable(GL_POINT_SMOOTH);
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else if (lastmaterial.AntiAliasing & EAAM_POINT_SMOOTH)
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glDisable(GL_POINT_SMOOTH);
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#endif
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}
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else
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glDisable(GL_MULTISAMPLE_ARB);
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}
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// Texture parameters
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