Other: I have been reading and there are some methods like drawing everything a lot of times in a circular (with more precision) or upscaling the whole view to 2x and drawing and then downscaling back to get more smoother lines. But android has limitations, there is EGLConfigChooser's chooseConfig to do it but I have read not all android devices support antialiasing like this(i also can't test it on the emulator), so I have to do it again in the native c++ code. If this is done platform specific: iOS can do setDrawableMultisample:GLKViewDrawableMultisample4X which seems to work. Nor can android Blit the FrameBuffers while ios has own method(once again) glResolveMultisampleFramebufferAPPLE to do that. iOS has its own method glRenderbufferStorageMultisampleAPPLEthat supports it on es 2.0 but android doesn't have it. Renderbuffer objects also natively accommodate Multisampling (MSAA).īut es 2.0 doesn't seem to support this. I have been searching for solutions but need some more clarity.Īpparently, the Kronos RenderBuffer description says it mostly works but now I need antialiasing and its kind of confusing, the solutions I'm seeing are platform dependent and android side is more confusing and has limitations. I have shared c++ opengl es2 code that i use to draw on ios and android(with ndk CMake).
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