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 ..