Whenever I draw a polygon using opengl the edges look bad because straight lines look bad. I want the edges to have nice soft antialiased edges but that's not how opengl draws polygons. Multisampling AA doesn't help as much as I expect it to.
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I think I’ve basically solved it and it’s not even that hard. (Short answer: calculate line equation in a fragment shader and then use a lookup texture on m and b to give you the appropriate shade of gray.) But the devil’s in the details, and there sure are a whole lot of them…
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so we have this shaders, i wonder how close are they to what you have in mind? https://github.com/solvespace/solvespace/blob/master/res/shaders/edge.vert …https://github.com/solvespace/solvespace/blob/master/res/shaders/edge.frag …
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i was hoping i could implement it in like maybe a week as part of this 6 month project >_>
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Check out https://github.com/pcwalton/pathfinder/blob/pf3/resources/shaders/fill.fs.glsl … — not as well documented as it could be (hoping to write a blog post soon), but maybe it’ll be helpful.
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