![]() |
|
![]() |
|
|
Thread Tools | Display Modes |
|
|
|
|
#1 |
|
Newbie
Join Date: Jan 2005
Posts: 15
Rep Power: 0
![]() |
Anti-aliasing
For my project i need to write some code that will proform Anti-aliasing to a 3d box.
i think i get the main idea of how it works, but not exaclty sure how to implement it. Any graphics gurus out there? Regards cyph |
|
|
|
|
|
#2 |
|
Professional Programmer
Join Date: Apr 2005
Location: London, England
Posts: 459
Rep Power: 4
![]() |
Share with us "the main idea of how it works" and what API you're using for drawing the box and we'll try and help you
![]() |
|
|
|
|
|
#3 |
|
Newbie
Join Date: Jan 2005
Posts: 15
Rep Power: 0
![]() |
by "the main idea of how it works" i mean Anti-aliasing in general.
I'm using a universitys internaly made graphics liberary named gwin i really need any pointers or theorys on how to implement it, i hope i have provided everything , im using Visual C++ 6.0. Regards cyph |
|
|
|
|
|
#4 |
|
Professional Programmer
|
what alnti-aliasing does it it takes the pixels around one pixel and bases the color of the middle pixel off the colors of the outer pixels. that's the basic algorithm it makes things smoother. a google search for "anti-aliasing algorithm" came up with more than enough information.
good luck Dizz |
|
|
|
|
|
#5 |
|
Professional Programmer
Join Date: Apr 2005
Location: London, England
Posts: 459
Rep Power: 4
![]() |
You want to implement the AA algorithm yourself?
![]() I'm surprised the graphics library doesn't provide AA built in.. Even OpenGL, pretty much as low level as it gets, handles it for you. You need to work with the line and calculate where the lighter pixels need to be placed for a smoother effect. There'll be a fair bit of maths involved. Sorry I can't be of more help ![]() |
|
|
|
|
|
#6 |
|
Newbie
Join Date: Jan 2005
Posts: 15
Rep Power: 0
![]() |
great thankyou all, i had the basic concept , jsut didnt know exaclty how . it seems like it should be ok. yes i need to implement it myself lol
thanks agian everyone you have been great help Regards cyph |
|
|
|
|
|
#7 |
|
Newbie
Join Date: Apr 2005
Posts: 6
Rep Power: 0
![]() |
What are you using for your 3d API? That's the critical issue. Unless you're writing your own 3d engine... is that the case? If so, your antialiasing should be in your polygon draw routine - and that, in turn, really comes down to Wu line antialiasing of the edges, in which you use the percentage of the way to the next pixel over to determine how much you weigh one choice over the other.
|
|
|
|
|
|
#8 |
|
Newbie
Join Date: Jan 2005
Posts: 15
Rep Power: 0
![]() |
@Rei yes thats the case, and thanks for the info. i have the draw polly function and all the rest all ready coded, so the anti aliasing shouldn't be too hard to implement as its gonig to only be a few lines in the for loop.
Regards cyph |
|
|
|
![]() |
| Bookmarks |
| Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
| Thread Tools | |
| Display Modes | |
|
|