add multisampling
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@@ -38,6 +38,9 @@ Display::Display(int a_Width, int a_Height, const std::string& a_Title) :
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
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SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
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SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 8);
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m_GLContext = SDL_GL_CreateContext(m_Window);
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m_GLContext = SDL_GL_CreateContext(m_Window);
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if (!m_GLContext) {
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if (!m_GLContext) {
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@@ -46,6 +49,8 @@ Display::Display(int a_Width, int a_Height, const std::string& a_Title) :
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int major, minor, mask;
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int major, minor, mask;
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int r, g, b, a, depth;
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int r, g, b, a, depth;
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int mBuffers, mSamples;
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SDL_GL_GetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, &mask);
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SDL_GL_GetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, &mask);
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SDL_GL_GetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, &major);
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SDL_GL_GetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, &major);
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SDL_GL_GetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, &minor);
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SDL_GL_GetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, &minor);
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@@ -57,6 +62,9 @@ Display::Display(int a_Width, int a_Height, const std::string& a_Title) :
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SDL_GL_GetAttribute(SDL_GL_DEPTH_SIZE, &depth);
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SDL_GL_GetAttribute(SDL_GL_DEPTH_SIZE, &depth);
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SDL_GL_GetAttribute(SDL_GL_MULTISAMPLEBUFFERS, &mBuffers);
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SDL_GL_GetAttribute(SDL_GL_MULTISAMPLESAMPLES, &mSamples);
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const char* mask_desc;
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const char* mask_desc;
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if (mask & SDL_GL_CONTEXT_PROFILE_CORE) {
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if (mask & SDL_GL_CONTEXT_PROFILE_CORE) {
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@@ -72,6 +80,9 @@ Display::Display(int a_Width, int a_Height, const std::string& a_Title) :
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utils::LOG(utils::Format(
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utils::LOG(utils::Format(
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"GL Context : %i.%i %s, Color : R:%i G:%i B:%i A:%i, Depth bits : %i", major, minor, mask_desc, r, g, b, a, depth));
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"GL Context : %i.%i %s, Color : R:%i G:%i B:%i A:%i, Depth bits : %i", major, minor, mask_desc, r, g, b, a, depth));
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utils::LOG(utils::Format(
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"MultiSamples : Buffers : %i, Samples : %i", mBuffers, mSamples));
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SDL_GL_MakeCurrent(m_Window, m_GLContext);
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SDL_GL_MakeCurrent(m_Window, m_GLContext);
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GLenum error = glewInit();
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GLenum error = glewInit();
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