Fwd: Re: [cairo] Antialiasing not working with glitz
spitzak at d2.com
Mon May 3 12:54:44 PDT 2004
On Monday 03 May 2004 12:10 pm, Keith Packard wrote:
> Around 20 o'clock on May 2, Jon Smirl wrote:
> > In the OpenGL Red Book there is a section on three dimension blending and
> > using the depth buffer. It provides sample code on how to do antialiasing
> > when translucent and opaque objects are mixed.
> Every method I've seen (which isn't a huge number, admittedly), has
> required the application draw things in the "right" order; often from front
> to back, which doesn't exactly neatly match the painters model (back to
> front) used in most 2D applications.
No, it's more the other way around. To do translucent objects in OpenGL
correctly you have to draw them from back to front.
Almost all the complexity is attempts to make the output correct when the
foreground object is drawn first, this may be why it looks like the examples
all show foreground first (they are showing how they solve this problem). But
the easy way to do it in OpenGL matches Cairo quite well.
,~,~,~,~ ~ ~ ~ ~
/\_ _|_========___ Bill Spitzak
~~~/\/\\~~~~~~\____________/~~~~~~~~ spitzak at d2.com
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