[SDL] Still no FSAA on Windows

Morgan McGuire morgan3d at yahoo.com
Mon Nov 3 16:37:01 PST 2003


I'm now using Mikkel's code *exactly* and the following code generates a
triangle with no antialiasing.  I have GeForceFX 5900 Ultra and the driver has
FSAA set to "Application Controlled".  My main.cpp is:

#pragma comment(lib, "opengl32.lib")
#pragma comment(lib, "glut32.lib")
#pragma comment(lib, "glu32.lib")
#pragma comment(lib, "sdl.lib")
#pragma comment(lib, "sdlmain.lib")

#include <windows.h>
#include <SDL.h>
#include <gl/gl.h>

int main(int argc, char** argv) {

    if (SDL_Init(SDL_INIT_NOPARACHUTE | SDL_INIT_VIDEO) < 0) {
        OutputDebugString("SDL_Init failed\n");
        return -1;
    }

    SDL_GL_SetAttribute( SDL_GL_RED_SIZE,   8);
    SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, 8);
    SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE,  8);
    SDL_GL_SetAttribute( SDL_GL_ALPHA_SIZE, 8);
	    
    SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, 24);
    SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1);

    SDL_GL_SetAttribute( SDL_GL_MULTISAMPLEBUFFERS, 1);
    SDL_GL_SetAttribute( SDL_GL_MULTISAMPLESAMPLES, 4);

    SDL_Surface* screen = SDL_SetVideoMode(640, 480, 32,
SDL_OPENGL|SDL_OPENGLBLIT);

    while (true) {
        glClear(GL_COLOR_BUFFER_BIT);

        glViewport(0,0,640,480);
        glColor3f(1, 1, 1);
        glCullFace(GL_NONE);
        glBegin(GL_TRIANGLES);
            glVertex3f(-1,-1,-1);
            glVertex3f( 1,-1,-1);
            glVertex3f( 0, 1,-1);
        glEnd();

        SDL_GL_SwapBuffers();

        SDL_Event event;
        while (SDL_PollEvent(&event)) {
            switch(event.type) {
            case SDL_QUIT:
                exit(0);
	        break;
            }
        }
    }

    return 0;
}

Can someone confirm that this code works for them?  It doesn't create any FSAA
for me.  I'll happily send you a binary to try as well, just e-mail me.

-m



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