5 лютого 2015 р.

OpenGL multisampling anti-alias for textures, comparing

Samples 0, Texture mode: Nearest

Used, Qt 5.4 OpenGL x64, Visual Studio 2013 SP4, (Community Edition)

Examples of "opengl\cube" - Examples\Qt-5.4\opengl\cube

main.cpp:
int main(int argc, char *argv[]) {
 QApplication app(argc, argv);
 QSurfaceFormat format;
 format.setDepthBufferSize(24);
 # Set the preferred number of samples per pixel when multisampling 
 # is enabled to numSamples. By default, multisampling is disabled. 
 format.setSamples(16)
 QSurfaceFormat::setDefaultFormat(format);
mainwidget.cpp:
void MainWidget::initializeGL(){
...  
 initializeOpenGLFunctions();
 qDebug("Samples %d",format.samples()); 
 #max size of texture OpenGL
 GLint texSize;
 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &texSize);
 qDebug() << texSize; 
 
 #list of extensions OpenGL 
 QSurfaceFormat format = QOpenGLContext::currentContext()->format();
 QSet <QByteArray>extensions= QOpenGLContext::currentContext()->extensions();
 qDebug() << extensions.count();
 foreach (const QByteArray &value, extensions)
 qDebug() << value; 
...
Samples 0, Texture mode: Linear
Samples 0, Texture mode: LinearMipLinear
Samples 16, Texture mode: Nearest
Samples 16, Texture mode: Linear



cube.exe...
Samples 16
8192
238
"GL_ARB_clear_buffer_object"
"GL_ARB_vertex_program"
"GL_ARB_texture_storage_multisample"
"GL_ARB_framebuffer_sRGB"
"GL_NV_vertex_program3"
"GL_ARB_vertex_shader"
"GL_EXT_stencil_wrap"
"GL_ARB_viewport_array"
"GL_ARB_pixel_buffer_object"
"GL_ARB_compatibility"
"GL_EXT_vertex_array_bgra"
"GL_EXT_framebuffer_multisample"
"GL_EXT_depth_bounds_test"
"GL_ARB_texture_buffer_object"
"GL_EXT_texture_lod"
"GL_NV_fragment_program_option"
"GL_ARB_shader_texture_lod"
"GL_ARB_shading_language_420pack"
"GL_WIN_swap_hint"
"GL_ARB_multisample"
"GL_ARB_texture_cube_map"
"GL_ARB_draw_instanced"
"GL_NV_multisample_filter_hint"
"GL_ARB_compressed_texture_pixel_storage"
"GL_ARB_depth_buffer_float"
"GL_EXT_texture_shared_exponent"
"GL_NV_conditional_render"
"GL_NV_texture_env_combine4"
"GL_ARB_texture_compression_rgtc"
"GL_NV_vertex_program2_option"
"GL_SGIX_depth_texture"
"GL_NV_parameter_buffer_object"
"GL_ARB_multitexture"
"GL_EXT_bindable_uniform"
"GL_ARB_vertex_buffer_object"
"GL_EXT_texture_compression_rgtc"
"GL_ARB_copy_image"
"GL_EXT_direct_state_access"
"GL_NV_register_combiners2"
"GL_ARB_texture_mirror_clamp_to_edge"
"GL_ARB_shading_language_packing"
"GL_NV_blend_square"
"GL_ARB_explicit_uniform_location"
"GL_EXT_texture_buffer_object"
"GL_NV_parameter_buffer_object2"
"GL_ARB_texture_rgb10_a2ui"
"GL_ARB_draw_elements_base_vertex"
"GL_EXT_texture_sRGB_decode"
"GL_ARB_debug_output"
"GL_NV_texture_rectangle"
"GL_KHR_debug"
"GL_KTX_buffer_region"
"GL_ARB_shading_language_include"
"GL_EXT_framebuffer_sRGB"
"GL_EXTX_framebuffer_mixed_formats"
"GL_ARB_texture_buffer_range"
"GL_EXT_texture_sRGB"
"GL_NV_shader_buffer_load"
"GL_EXT_abgr"
"GL_EXT_packed_depth_stencil"
"GL_ARB_uniform_buffer_object"
"GL_ARB_fragment_layer_viewport"
"GL_EXT_texture_compression_s3tc"
"GL_ARB_fragment_program"
"GL_NV_ES1_1_compatibility"
"GL_EXT_multi_draw_arrays"
"GL_ARB_separate_shader_objects"
"GL_ARB_framebuffer_object"
"GL_NV_transform_feedback"
"GL_NV_vertex_program"
"GL_ARB_half_float_pixel"
"GL_ARB_half_float_vertex"
"GL_ARB_texture_rectangle"
"GL_EXT_Cg_shader"
"GL_EXT_packed_float"
"GL_NV_vertex_program1_1"
"GL_ARB_sync"
"GL_SUN_slice_accum"
"GL_NV_vertex_array_range2"
"GL_ARB_map_buffer_alignment"
"GL_EXT_texture_lod_bias"
"WGL_EXT_swap_control"
"GL_NV_texture_barrier"
"GL_ARB_transpose_matrix"
"GL_ARB_enhanced_layouts"
"GL_SGIS_texture_lod"
"GL_EXT_packed_pixels"
"GL_ARB_texture_storage"
"GL_IBM_rasterpos_clip"
"GL_NV_depth_buffer_float"
"GL_ATI_draw_buffers"
"GL_ARB_texture_stencil8"
"GL_ARB_program_interface_query"
"GL_ARB_blend_func_extended"
"GL_ARB_internalformat_query2"
"GL_NV_vertex_buffer_unified_memory"
"GL_ARB_depth_clamp"
"GL_NV_occlusion_query"
"GL_ARB_explicit_attrib_location"
"GL_ARB_seamless_cube_map"
"GL_ARB_internalformat_query"
"GL_ARB_imaging"
"GL_NV_half_float"
"GL_ARB_texture_swizzle"
"GL_ARB_texture_view"
"GL_ARB_occlusion_query2"
"GL_ARB_ES3_compatibility"
"GL_NVX_gpu_memory_info"
"GL_ARB_multi_bind"
"GL_ARB_invalidate_subdata"
"GL_ARB_sampler_objects"
"GL_EXT_rescale_normal"
"GL_ARB_vertex_array_bgra"
"GL_NV_texgen_reflection"
"GL_NV_texture_shader3"
"GL_ARB_color_buffer_float"
"GL_ARB_conservative_depth"
"GL_EXT_stencil_two_side"
"GL_ATI_texture_float"
"GL_EXT_texture_mirror_clamp"
"GL_ARB_point_parameters"
"GL_ARB_shader_bit_encoding"
"GL_NV_fence"
"GL_ARB_point_sprite"
"GL_ARB_fragment_coord_conventions"
"GL_S3_s3tc"
"GL_EXT_texture_edge_clamp"
"GL_EXT_texture_object"
"GL_ATI_texture_mirror_once"
"GL_NV_depth_clamp"
"GL_ARB_instanced_arrays"
"GL_ARB_texture_border_clamp"
"GL_NV_fragment_program2"
"GL_ARB_window_pos"
"GL_ARB_texture_rg"
"GL_EXT_gpu_shader4"
"GL_NV_texture_expand_normal"
"GL_NV_float_buffer"
"GL_ARB_map_buffer_range"
"GL_IBM_texture_mirrored_repeat"
"GL_EXT_shader_integer_mix"
"GL_ARB_copy_buffer"
"GL_EXT_texture_env_combine"
"GL_NV_texture_shader"
"GL_NV_primitive_restart"
"GL_EXT_texture_compression_latc"
"GL_ARB_vertex_array_object"
"GL_EXT_texture_storage"
"GL_EXT_fog_coord"
"GL_SGIX_shadow"
"GL_EXT_framebuffer_blit"
"GL_EXT_gpu_program_parameters"
"GL_EXT_blend_func_separate"
"GL_ARB_ES2_compatibility"
"GL_NV_fog_distance"
"GL_NV_texture_compression_vtc"
"GL_ARB_fragment_shader"
"GL_EXT_point_parameters"
"GL_EXT_texture3D"
"GL_EXT_texture_filter_anisotropic"
"GL_ARB_vertex_type_2_10_10_10_rev"
"GL_ARB_framebuffer_no_attachments"
"GL_ARB_vertex_attrib_binding"
"GL_NV_explicit_multisample"
"GL_ARB_robust_buffer_access_behavior"
"GL_EXT_provoking_vertex"
"GL_EXT_texture_swizzle"
"GL_ARB_get_program_binary"
"GL_ARB_texture_query_levels"
"GL_EXT_draw_instanced"
"GL_EXT_draw_buffers2"
"GL_ARB_fragment_program_shadow"
"GL_NV_copy_depth_to_color"
"GL_EXT_separate_shader_objects"
"GL_EXT_texture_compression_dxt1"
"GL_NV_geometry_shader4"
"GL_ARB_arrays_of_arrays"
"GL_ARB_robustness"
"GL_NV_copy_image"
"GL_NV_gpu_program4"
"GL_ARB_occlusion_query"
"GL_ARB_vertex_type_10f_11f_11f_rev"
"GL_ARB_texture_env_combine"
"GL_ARB_texture_compression"
"GL_EXT_import_sync_object"
"GL_NV_packed_depth_stencil"
"GL_EXT_framebuffer_object"
"GL_EXT_texture_cube_map"
"GL_ARB_stencil_texturing"
"GL_ARB_provoking_vertex"
"GL_ARB_depth_texture"
"GL_ARB_geometry_shader4"
"GL_EXT_pixel_buffer_object"
"GL_EXT_blend_minmax"
"GL_NV_texture_multisample"
"GL_ARB_shader_objects"
"GL_EXT_texture_env_dot3"
"GL_EXT_bgra"
"GL_ARB_texture_float"
"GL_EXT_separate_specular_color"
"GL_ARB_texture_non_power_of_two"
"GL_EXT_vertex_array"
"GL_ARB_shading_language_100"
"GL_NV_point_sprite"
"GL_EXT_timer_query"
"GL_EXT_blend_equation_separate"
"GL_EXT_texture_env_add"
"GL_NV_vertex_program2"
"GL_NV_vertex_array_range"
"GL_NV_register_combiners"
"GL_NV_framebuffer_multisample_coverage"
"GL_ARB_draw_buffers"
"GL_NV_light_max_exponent"
"GL_EXT_draw_range_elements"
"GL_EXT_blend_subtract"
"GL_ARB_texture_env_dot3"
"GL_ARB_base_instance"
"GL_EXT_texture_array"
"GL_ARB_texture_mirrored_repeat"
"GL_NV_multisample_coverage"
"GL_NV_pixel_data_range"
"GL_ARB_texture_env_add"
"GL_EXT_compiled_vertex_array"
"GL_EXT_shadow_funcs"
"GL_NVX_conditional_render"
"GL_EXT_secondary_color"
"GL_NV_texture_shader2"
"GL_EXT_geometry_shader4"
"GL_ARB_timer_query"
"GL_ARB_texture_multisample"
"GL_NV_path_rendering"
"GL_ARB_shadow"
"GL_ARB_texture_env_crossbar"
"GL_SGIS_generate_mipmap"
"GL_NV_fragment_program"
"GL_EXT_framebuffer_multisample_blit_scaled"
"GL_EXT_blend_color"
"GL_EXT_texture_integer"

Немає коментарів:


Коли забув ти рідну мову, біднієш духом ти щодня...
When you forgot your native language you would become a poor at spirit every day ...

Д.Білоус / D.Bilous
Рабів до раю не пускають. Будь вільним!

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