Indeed we are. I hadn't played with that setting - it's very cool.
Though the problem Adrian is talking about is if you go to start
capture, the option for enabling or disabling antialiasing (multipass
- I can't help but think of Fifth Element when I read that) is greyed
out. Weirdly though if you open your scene on windows, enable
antialiasing for start capture, save scene. Open scene on linux, while
the option is still greyed out, it's checked. Then when you do a
capture it's antialiased. I did a diff on these images from windows vs
linux with it enabled and it's very very close to identical. Enough
that you can't pick the different by eye.
Cheers,
Alan.
On 9/6/07, Frederic Servant <frederic.servant(at)gmail.com> wrote:
> OpenGL AA is implemented under Linux.
>
> Either force it manually with the nvidia-settings utility or with the
> __GL_FSAA_MODE environment variable before starting XSI.
>
> The various values for the __GL_FSAA_MODE are described in
> /usr/share/doc/nvidia-drivers-xx/README.bz2 -- I assume you
> are running Gentoo ;-)
>
> --
> Frederic Servant
> La Maison
>
>
> On 9/6/07, adrian <adrian.wyer(at)fluid-pictures.com> wrote:
> >
> >
> > let's define terms once and for all shall we?
> >
> > when you switch your view to hidden line, and do a capture with
> anti-aliasing, it is EXACTLY the look we require (on lots of jobs!)
> > the problem with this is resolution.... if you want to capture larger than
> screen size (which we frequently do) using capture, you get bad images
> > anything outside of the screen buffer size is black!
> > not to mention that openGL antialiasing ISN'T implemented under Linux....
> (don't get me started about linux!)
> >
> > the other method is to use hardware rendering, but the anti-aliasing has
> been disabled since 5.11, and im not sure, but i seem
> > to remember the tile/stitch method of this render still had the problem of
> adding bits of GUI into your
> > final image (although this may have just been on linux also, grrrrr)
> >
> > other methods so far, using available shaders (toon, phoenix
> tools(remember them?) and possibly wireD) don't show you the
> wireframe/hidden line
> > the way it appears in the viewport; they usually show you the underlying
> triangulated mesh that mental ray renders
> >
> > i remember someone made another attempt a couple of years back, which
> stored your mesh data in a user data blob, but for a scene with 100k
> triangles
> > the renders at hidef were sloooooooooow......
> >
> > this is a fundamental, 1970s kind of feature, and yet we still are having
> to write our own, very complex solution for it
> >
> > there, that got it all off my chest....
> >
> > a
> >
> > Adrian Wyer
> > Fluid Pictures
> > 16-18 Beak Street
> > London
> > W1F 9RD
> > T: +44 (0) 20 7183 2160
> > www.fluid-pictures.com
> >
> > ----- Original Message -----
> > From: Steven Caron
> > To: XSI(at)Softimage.COM
> >
> > Sent: Thursday, September 06, 2007 3:08 AM
> > Subject: Re: rendering wirefrmame?
> >
> > yea, i see this too... it would be nice if this worked.
> >
> > steven
> >
> >
> > On 9/5/07, Moloney, Ciaran <cmoloney(at)nybg.org > wrote:
> > >
> > > Hi,
> > >
> > >
> > > The SDK lists a HardwareRenderer.Oversampling parameter, but it does not
> seem to have any effect on the output. Is this not implemented?
> > >
> > >
> > >
> > >
> > > > Ahmidou Lyazidi wrote:
> > > >
> > > > the fact is that the antialiasing options that were in 5.11 doesn't
> exist
> > > > anymore in 6.xx
> > > >
> > > > 2007/9/5, Steven Caron < carons(at)gmail.com>:
> > > > >
> > > > > open your "render>pass options"
> > > > > set "pass renderer" to "hardware renderer"
> > > > > open the "render>renderer options"
> > > > > set "render type" to your desired display type.
> > > > >
> > >
> >
> >
>
>
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