Author Topic: Getting Antialiasing Up and Running on OSX (Linux maybe too)  (Read 6816 times)

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Offline blowfish

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Getting Antialiasing Up and Running on OSX (Linux maybe too)
So I finally pulled my act together and fully implemented the SDL antialiasing feature I discovered a while ago.  While it still needs to be implemented in the launcher (maybe Soulstorm could help out here :nervous:), it allows antialiasing to be enabled externally, a useful feature on OSX since the user has no control over the GPU drivers.  I've attached a diff with the code changes ... basically it just reads a value from fs2_open.ini.  I'm not 100% sure I implemented this in the best possible way, which is why I'd like others to have a look at it.

Code: [Select]
int samples = os_config_read_uint(NULL, "AASamples", 0);

if (samples == 0)
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 0);
else
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);

SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, samples);

[attachment deleted by Tolwyn]

 

Offline Echelon9

  • 210
Re: Getting Antialiasing Up and Running on OSX (Linux maybe too)
A couple of small changes I made:

  • fs2_open.ini now utilises the text 'OGL_AntiAliasSamples' (instead of 'AASamples') to be consistent with 'OGL_AnisotropicFilter'
  • SDL_GL_MULTISAMPLEBUFFERS code line reworked for simplicity
  • Updated the fs2_open.log Debug lines to include the FSAA settings (useful if we get support requests for this feature)

Thoughts?

[attachment deleted by Tolwyn]
« Last Edit: August 12, 2009, 07:42:01 am by Echelon9 »

 

Offline Herra Tohtori

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Re: Getting Antialiasing Up and Running on OSX (Linux maybe too)
A couple of small changes I made:

  • fs2_open.ini now utilises 'OGL_AntiAliasSamples' to be consistent with 'OGL_AnisotropicFilter'
  • SDL_GL_MULTISAMPLEBUFFERS code line reworked for simplicity
  • Updated the fs2_open.log Debug lines to include the FSAA settings (useful if we get support requests for this feature)

Thoughts?


Compared to anti-aliasing, Anisotropic filtering takes next to no GPU power. Most GPU's these days can tolerate full 16xAF and suffer no noticeable frame rate loss, but if you have anti-aliasing to match the anisotropic filtering you're going to end up having significantly lower frame rate without significant quality improvement.

Based on my experiences, 8xAA is very much sufficient for FS2_Open and my GeForce 8800GT can take that without any big trouble. Even 4xAA improves the quality significantly compared to no AA at all, and difference between 8xAA and 4xAA is not that big at all. However with 16xAA I usually start experiencing some slowdowns so I definitely wouldn't use the same values for AF and AA.

Besides, they are completely separate and different methods of reducing aliasing effects. Anisotropic filtering basically improves the quality of textures that are seen at shallow angle rather than from the direction of surface normal. Anti-aliasing affects the whole image and reduces jagged edges on the model edges and textures. Unless I understood something wrong, I really recommend not using same value for them.
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Offline Echelon9

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Re: Getting Antialiasing Up and Running on OSX (Linux maybe too)
Herra, sorry perhaps the explanation wasn't clear enough.

The value for AF and AA are still set separately in the fs2_open.ini.

blowfish's original patch had AA set using the 'AASamples' variable in fs2_open.ini, I just renamed that variable to 'OGL_AntiAliasSamples' in my diff.

 

Offline Herra Tohtori

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Re: Getting Antialiasing Up and Running on OSX (Linux maybe too)
Quote
Unless I understood something wrong

Glad this was the case.  :)
There are three things that last forever: Abort, Retry, Fail - and the greatest of these is Fail.

 

Offline swashmebuckle

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Re: Getting Antialiasing Up and Running on OSX (Linux maybe too)
Is this going into nightly builds soonish?  I'm pretty darned excited for it, as lack of AA and the environment map issue seem to be the two big visual problems I always notice as an OSX user.  I'd be happy to help out with testing stuff, but I don't really know what to do with the diff file...is it something that has to be applied to the source code itself before you create the builds?

 

Offline Echelon9

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Re: Getting Antialiasing Up and Running on OSX (Linux maybe too)
I committed a very similar version of this code in r5515. Any nightly since should allow this option to be set. For an explanation of how to do this, take a a look at the Further OS X graphics settings section in the Wiki.

 

Offline blowfish

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Re: Getting Antialiasing Up and Running on OSX (Linux maybe too)
Wonder if I should PM Soulstorm about this...

 

Offline taylor

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Re: Getting Antialiasing Up and Running on OSX (Linux maybe too)
The code for this is wrong, usage wise.  Using an incorrect setting (if said visual isn't available for some reason) will cause video to not init and the game will terminate without any useful warning or message.

The recommended way to set AA with SDL is to do the settings like you currently are, but make the call to SDL_SetVideoMode() in a loop.  If AA is used and the video mode call fails then you reduce the number of samples and try again.  If it gets down to 0 samples then you disable AA for the next video mode call.

 

Offline swashmebuckle

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Re: Getting Antialiasing Up and Running on OSX (Linux maybe too)
Hmm, I don't think this is working for me.  8xAA should be pretty noticeable compared to none at all, right?  I don't see any difference between screenshots or in performance with or without OGL_AntiAliasSamples=8 in fs2_open.ini.  I also can't see any indication in the debug log that AA is on, though that might be just me not knowing where to look.  The following spew is using the latest mac nightly (5541), running 10.5.8 with an ATI Radeon HD 2400
Code: [Select]
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
Opened log '/Users/robbit/Library/FS2_Open/data/fs2_open.log', Thu Aug 27 20:44:59 2009 ...
FreeSpace version: 3.6.11
Passed cmdline options:
  -spec_exp 15
  -ogl_spec 20
  -spec_static 1.5
  -spec_point 1.2
  -spec_tube 1.5
  -ambient_factor 35.00
  -env
  -mipmap
  -glow
  -spec
  -no_emissive_light
  -normal
  -3dshockwave
  -ship_choice_3d
  -weapon_choice_3d
  -mod mediavps
Building file index...
Found root pack '/Games/Freespace/mediavps/FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack '/Games/Freespace/mediavps/MV_Complete.vp' with a checksum of 0x31df7754
Found root pack '/Games/Freespace/mediavps/mv_music.vp' with a checksum of 0xbbd92e16
Found root pack '/Games/Freespace/multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack '/Games/Freespace/multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack '/Games/Freespace/Root_fs2.vp' with a checksum of 0xce10d76c
Found root pack '/Games/Freespace/smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack '/Games/Freespace/sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack '/Games/Freespace/sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack '/Games/Freespace/stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack '/Games/Freespace/tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack '/Games/Freespace/tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack '/Games/Freespace/tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack '/Games/Freespace/tangoA_fs2.vp' with a checksum of 0x2e10c984
Found root pack '/Games/Freespace/tangoB_fs2.vp' with a checksum of 0x0a5f4659
Found root pack '/Games/Freespace/warble_fs2.vp' with a checksum of 0xd85c305d
Searching root '/Users/robbit/Library/FS2_Open/mediavps/' ... 142 files
Searching root '/Users/robbit/Library/FS2_Open/' ... 76 files
Searching root '/Games/Freespace/mediavps/' ... 0 files
Searching root pack '/Games/Freespace/mediavps/FS2OGGcutscenepack.vp' ... 10 files
Searching root pack '/Games/Freespace/mediavps/MV_Complete.vp' ... 5253 files
Searching root pack '/Games/Freespace/mediavps/mv_music.vp' ... 32 files
Searching root '/Games/Freespace/' ... 36 files
Searching root pack '/Games/Freespace/multi-mission-pack.vp' ... 110 files
Searching root pack '/Games/Freespace/multi-voice-pack.vp' ... 307 files
Searching root pack '/Games/Freespace/Root_fs2.vp' ... 157 files
Searching root pack '/Games/Freespace/smarty_fs2.vp' ... 10 files
Searching root pack '/Games/Freespace/sparky_fs2.vp' ... 3027 files
Searching root pack '/Games/Freespace/sparky_hi_fs2.vp' ... 1337 files
Searching root pack '/Games/Freespace/stu_fs2.vp' ... 2355 files
Searching root pack '/Games/Freespace/tango1_fs2.vp' ... 32 files
Searching root pack '/Games/Freespace/tango2_fs2.vp' ... 15 files
Searching root pack '/Games/Freespace/tango3_fs2.vp' ... 10 files
Searching root pack '/Games/Freespace/tangoA_fs2.vp' ... 0 files
Searching root pack '/Games/Freespace/tangoB_fs2.vp' ... 0 files
Searching root pack '/Games/Freespace/warble_fs2.vp' ... 52 files
Found 20 roots and 12961 files.
AutoLang: Language auto-detection successful...
Setting language to English
TBM  =>  Starting parse of 'mv_strings-lcl.tbm' ...
Initializing OpenAL...
  OpenAL Vendor     : Apple Computer Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1680x1050 with 32-bit color...
  Initializing SDL...
  Requested SDL Video values = R: 8, G: 8, B: 8, depth: 24, double-buffer: 1, FSAA: 0
  Actual SDL Video values    = R: 8, G: 8, B: 8, depth: 24, double-buffer: 1, FSAA: 0
  OpenGL Vendor     : ATI Technologies Inc.
  OpenGL Renderer   : ATI Radeon HD 2400 XT OpenGL Engine
  OpenGL Version    : 2.0 ATI-1.5.48

  Using extension "GL_EXT_fog_coord".
  Using extension "GL_ARB_multitexture".
  Using extension "GL_ARB_texture_env_add".
  Using extension "GL_ARB_texture_compression".
  Using extension "GL_EXT_texture_compression_s3tc".
  Using extension "GL_EXT_texture_filter_anisotropic".
  Using extension "GL_ARB_texture_env_combine".
  Using extension "GL_EXT_compiled_vertex_array".
  Using extension "GL_EXT_draw_range_elements".
  Using extension "GL_ARB_texture_mirrored_repeat".
  Using extension "GL_ARB_texture_non_power_of_two".
  Using extension "GL_ARB_vertex_buffer_object".
  Using extension "GL_ARB_pixel_buffer_object".
  Using extension "GL_SGIS_generate_mipmap".
  Using extension "GL_EXT_framebuffer_object".
  Using extension "GL_ARB_texture_rectangle".
  Using extension "GL_EXT_bgra".
  Using extension "GL_ARB_texture_cube_map".
  Using extension "GL_EXT_texture_lod_bias".
  Using extension "GL_ARB_point_sprite".
  Using extension "GL_ARB_shading_language_100".
  Using extension "GL_ARB_shader_objects".
  Using extension "GL_ARB_vertex_shader".
  Using extension "GL_ARB_fragment_shader".
  Using extension "GL_ARB_shader_texture_lod".

  Compiling shader ->  null-v.sdr / null-f.sdr ...
  Compiling shader ->  b-v.sdr / b-f.sdr ...
  Compiling shader ->  b-v.sdr / bg-f.sdr ...
  Compiling shader ->  l-v.sdr / lb-f.sdr ...
  Compiling shader ->  l-v.sdr / lbg-f.sdr ...
  Compiling shader ->  l-v.sdr / lbgs-f.sdr ...
  Compiling shader ->  l-v.sdr / lbs-f.sdr ...
  Compiling shader ->  le-v.sdr / lbgse-f.sdr ...
  Compiling shader ->  le-v.sdr / lbse-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbgn-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbgsn-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbn-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbsn-f.sdr ...
  Compiling shader ->  lne-v.sdr / lbgsne-f.sdr ...
  Compiling shader ->  lne-v.sdr / lbsne-f.sdr ...
  Compiling shader ->  lf-v.sdr / lfb-f.sdr ...
  Compiling shader ->  lf-v.sdr / lfbg-f.sdr ...
  Compiling shader ->  lf-v.sdr / lfbgs-f.sdr ...
  Compiling shader ->  lf-v.sdr / lfbs-f.sdr ...
  Compiling shader ->  lfe-v.sdr / lfbgse-f.sdr ...
  Compiling shader ->  lfe-v.sdr / lfbse-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbgn-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbgsn-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbn-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbsn-f.sdr ...
  Compiling shader ->  lfne-v.sdr / lfbgsne-f.sdr ...
  Compiling shader ->  lfne-v.sdr / lfbsne-f.sdr ...
  Compiling shader ->  l-v.sdr / null-f.sdr ...
  Compiling shader ->  l-v.sdr / lg-f.sdr ...
  Compiling shader ->  l-v.sdr / lgs-f.sdr ...
  Compiling shader ->  l-v.sdr / ls-f.sdr ...
  Compiling shader ->  le-v.sdr / lgse-f.sdr ...
  Compiling shader ->  le-v.sdr / lse-f.sdr ...
  Compiling shader ->  ln-v.sdr / lgn-f.sdr ...
  Compiling shader ->  ln-v.sdr / lgsn-f.sdr ...
  Compiling shader ->  ln-v.sdr / ln-f.sdr ...
  Compiling shader ->  ln-v.sdr / lsn-f.sdr ...
  Compiling shader ->  lne-v.sdr / lgsne-f.sdr ...
  Compiling shader ->  lne-v.sdr / lsne-f.sdr ...

  Max texture units: 8 (16)
  Max elements vertices: 2048
  Max elements indices: 150000
  Max texture size: 4096x4096
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
  Using GLSL for model rendering.
  Shader Version: 1.20
... OpenGL init is complete!
Size of bitmap info = 705 KB
Size of bitmap extra info = 40 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-sdf.tbm' ...
ANI 2_radar1 with size 209x170 (33.6% wasted)
No joysticks found
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'mv_advmuzzle-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 64 frames at 35 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 44 frames at 30 fps.
BMPMAN: Found EFF (exp05.eff) with 47 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 48 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 60 frames at 20 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (Gmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Rmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
TBM  =>  Starting parse of 'mv_tech-wep.tbm' ...
TBM  =>  Starting parse of 'mv_models-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_trails-shp.tbm' ...
TBM  =>  Starting parse of 'mv_tech-shp.tbm' ...
TBM  =>  Starting parse of 'mv_models-shp.tbm' ...
TBM  =>  Starting parse of 'mv_dragon-shp.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_escort-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 331
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 24x24 (25.0% wasted)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
Someone passed an extension to bm_load for file 'ravens.pcx'
ANI 2_mainwalk.ani with size 209x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 509x189 (26.2% wasted)
ANI 2_maincrane.ani with size 192x116 (9.4% wasted)
ANI 2_mainexit.ani with size 319x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 273x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 231x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 69x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 337x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 308x190 (25.8% wasted)
Got event GS_EVENT_LAB (64) in state GS_STATE_MAIN_MENU (1)
Loading model 'TerranSuper.pof'
IBX: Found a good IBX/TSB to read for 'TerranSuper.pof'.
IBX-DEBUG => POF checksum: 0x7a19c79f, IBX checksum: 0x7741f960 -- "TerranSuper.pof"
Potential problem found: Unrecognized type subsystem 'fighterbay', believed to be in ship TerranSuper.pof
Frame  1 too long!!: frametime = 0.485 (0.485)
Got event GS_EVENT_PREVIOUS_STATE (7) in state GS_STATE_LAB (50)
ANI 2_mainwalk.ani with size 209x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 509x189 (26.2% wasted)
ANI 2_maincrane.ani with size 192x116 (9.4% wasted)
ANI 2_mainexit.ani with size 319x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 273x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 231x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 69x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 337x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 308x190 (25.8% wasted)
Got event GS_EVENT_QUIT_GAME (5) in state GS_STATE_MAIN_MENU (1)
STUB: dscap_close in /Users/drew/fs2_open_2/projects/Xcode/../../code/sound/ds.cpp at line 3864, thread 567
Freeing all existing models...
... Log closed, Thu Aug 27 20:45:29 2009
 
Any thoughts?

 

Offline blowfish

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Re: Getting Antialiasing Up and Running on OSX (Linux maybe too)
My experimentation indicated that the OGL_AntiAliasSamples must be inserted before the [pxo] section of fs2_open.ini, otherwise, it will not be read correctly.  TBH I'm not entirely sure how that file is parsed.

 

Offline swashmebuckle

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Re: Getting Antialiasing Up and Running on OSX (Linux maybe too)
Thanks blowfish, that got it working.  It looks very nice, unfortunately even 2xAA murders my performance, dropping what is normally a smooth 60fps experience down to 30 max and much lower if anything substantial is onscreen.  Still, this is very cool to see, and now I really want a better graphics card.

 

Offline Echelon9

  • 210
Re: Getting Antialiasing Up and Running on OSX (Linux maybe too)
The relevant lines in your fs2_open.log to establish if full screen anti-aliasing was requested (and if it was successfully applied) are:
Code: [Select]
  Requested SDL Video values = R: 8, G: 8, B: 8, depth: 24, double-buffer: 1, FSAA: 0
  Actual SDL Video values    = R: 8, G: 8, B: 8, depth: 24, double-buffer: 1, FSAA: 0

'FSAA' being the relevant value.

 

Offline neoterran

  • 210
Re: Getting Antialiasing Up and Running on OSX (Linux maybe too)
Don't take this out if it's done the "wrong way" because it makes the game look a whole ****load better with it on for us poor mac bastards.
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"How much code could a coder code if a coder could code code?"

 

Offline Soulstorm

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Re: Getting Antialiasing Up and Running on OSX (Linux maybe too)
OK, so I received blowfish's pm, and I read the thread. Seems anti-aliasing is implemented, and the only thing missing is its implementation on the Launcher. If I understand correctly, the command must be set in the fs2_open.ini file, and the command is named "OGL_AntiAliasSamples". So I guess its values are 1 (no antialiasing), 2, 4, 8, 16?

So a valid file should be something like this?

Code: [Select]
[Default]
VideocardFs2open=OGL -(1280x1024)x32 bit
LastPlayer=SoulstormS
GammaD3D=1.15
OGL_AntiAliasSamples=8

...or is there something I miss?
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Offline swashmebuckle

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Re: Getting Antialiasing Up and Running on OSX (Linux maybe too)
That works great for me Soulstorm.  Just so long as the AA specification comes before the PXO section everything is fine.  My problem was I put it next to the AF setting, which did nothing.

 

Offline Soulstorm

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Re: Getting Antialiasing Up and Running on OSX (Linux maybe too)
OK, I think that this has done it. Please, I would like someone to test the application before I submit it and make a new version.

The launcher now has a new property in the "Screen Properties" window, called "AntiAliasing". I also took care to preserve the correct order of the "OGL_AntiAliasSamples" command which will be placed along the first lines of the document.

Please, let me know if the application works for you so that I can make the update as soon as possible.

Oops, sorry...! Here is the link
« Last Edit: September 13, 2009, 01:15:41 pm by Soulstorm »
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Offline swashmebuckle

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Re: Getting Antialiasing Up and Running on OSX (Linux maybe too)
Tried it out, works great.  Thanks a lot for all your work on the launcher Soulstorm!