Rough Lines vs. Smooth Lines
Posted: Mon Aug 27, 2012 5:06 pm
I just finished a LD with a few other people, one of which was using LOVE2D. His game :
http://www.ludumdare.com/compo/ludum-da ... &uid=12413
Was mostly line-based, and in the final few hours I watched him tweak his graphical settings.
There was one point though, were he was switching the line style from 'rough' to 'smooth' and it was really hard to tell the difference.
I was really curious about what was going on under the covers -- I assumed there was some old OpenGL state for line drawing that this was encapsulating -- and I was surprised to find that it is in fact a custom implementation of anti-aliasing!
My question is -- what is the advantage of using a custom line AA function instead of using GL_LINE_SMOOTH or GL_POLYGON_SMOOTH?
Also, what are some common use cases for this graphics knob? Is it just to get an AA look without the overhead of a full-screen pixel effect?
-Nick
http://www.ludumdare.com/compo/ludum-da ... &uid=12413
Was mostly line-based, and in the final few hours I watched him tweak his graphical settings.
There was one point though, were he was switching the line style from 'rough' to 'smooth' and it was really hard to tell the difference.
I was really curious about what was going on under the covers -- I assumed there was some old OpenGL state for line drawing that this was encapsulating -- and I was surprised to find that it is in fact a custom implementation of anti-aliasing!
My question is -- what is the advantage of using a custom line AA function instead of using GL_LINE_SMOOTH or GL_POLYGON_SMOOTH?
Also, what are some common use cases for this graphics knob? Is it just to get an AA look without the overhead of a full-screen pixel effect?
-Nick