Some background: So my plan is to create a stippling algorithm in C++ and I basically just plan on storing a whole bunch of data for each radius of a circle to write onto a texture map in OpenGL I’m not sure if this is the right thing to do but I feel like it ..
I’m trying to enable multisampling in my application. I found and followed this article: Line drawing and anti-aliasing. When I got to the multisampling part, I read that: The ability to create an MSAA DXGI swap chain is only supported for the older "bit-blt" style presentation modes, specifically DXGI_SWAP_EFFECT_DISCARD or DXGI_SWAP_EFFECT_SEQUENTIAL. The newer "flip" style ..
first question here! Context Since Windows 10 version 2004 update, the Magnifier windows application was updated. And as with every update, there are some issues with it. Since those issues might take a long time to fix, I’ve decided to implement my own small project full screen magnifier. I’ve been developing in c#, .Net 4.6 ..
I’m doing some OpenGL within a Gtk::GLArea and I’d like to enable MULTISAMPLING antialiasing. The docs say: There are two pieces to rendering with multisampling: Allocating a multisample render target (window or FBO), and Enabling multisample rasterization (i.e. glEnable( GL_MULTISAMPLE )) While the second step is standardized across all render target types and platforms, the ..
I am trying to draw anti-aliased vertical lines using Direct 2D on Windows 10. Specifically, I wish to draw a line that has gradient anti-aliased lines either side. By gradient, I mean that the outer two lines start with a similar colour to the original line, but gradually change colour over the vertical length of ..
I have a main.cpp, a fragment shader, and a vertex shader. The fragment shader takes 2 images as input as well as a Maya object. My fragment shader.glsl code is below for reference: #version 410 // Inputs from application. // Generally, "in" like the eye and normal vectors for things that change frequently, // and ..