[Public WebGL] Antialiasing being disabled on some Mac OS hardware

Florian Bösch [email protected]
Sat Dec 1 10:58:15 PST 2012


Btw. this is what a gl.swap() or similar (blit, flip, what have you) would
come in handy. We could monkey patch that and add after rendering effects.


On Sat, Dec 1, 2012 at 11:48 AM, Florian Bösch <[email protected]> wrote:

> I don't think you can shim AA from JS-userland for a couple of reasons
>
> 1) It would be contingent to know when a user has finished drawing, which
> we don't.
> 2) It would imply substituting the actual front buffer with an FBO
> (perhaps we can monkey patch gl.bindFramebuffer and ask for null or
> something)
> 3) Some anti-aliasing techniques (like SSAA and geometric aa) can only be
> done in userland if the whole scene is drawn multiple times (with offsets)
> which requires deep changes in a users shaders and renderloop.
> 4) Other anti-aliasing techniques rely on the presence of depth, normal
> and color. The depth could be obtained by faking the front buffer and
> attaching a depth texture, the normal however would again require deep
> changes in a users code.
>
> That leaves at least some techniques (FXAA for instance) if you can solve
> #1 which afaik we cannot.
>
>
> On Sat, Dec 1, 2012 at 4:29 AM, Gregg Tavares (社用) <[email protected]>wrote:
>
>> Just an idea, but someone could write a stub js library.
>> AlwaysGiveMeAntiAliasing.js
>>
>> That would check if the driver gave an anti-aliased backbuffer and if not
>> magically faked it with one of the mentioned workarounds.
>>
>> Fun weekend project?
>>
>> Even if the bugs get fixed there are reasons you might want to use the
>> other techniques
>>
>> http://www.iryoku.com/smaa/
>> :-)
>>
>>
>> On Sat, Dec 1, 2012 at 5:31 AM, Tony Parisi <[email protected]> wrote:
>>
>>> Hi all
>>>
>>> Thanks for the extra color on this (very important) topic
>>>
>>>
>>> On Fri, Nov 30, 2012 at 10:08 AM, Dean Jackson <[email protected]> wrote:
>>>
>>>>
>>>> On 01/12/2012, at 5:00 AM, Dean Jackson <[email protected]> wrote:
>>>>
>>>> If you are passionate about getting this fixed you need to make noise
>>>> where Apple can hear you.
>>>>
>>>>
>>>> .... and that place is
>>>>
>>>> http://bugreporter.apple.com/
>>>>
>>>> If antialiasing is important to you please file a report there. Maybe
>>>> Ken could share the bug ids that he filed on this? That way any new bugs
>>>> could reference them which helps them get screened faster.
>>>>
>>>> Don't worry about filing duplicates. Consider that a vote for the
>>>> importance. Also, don't be put off by the fact you'll likely get told it is
>>>> a duplicate and then not see any updates. That's an unfortunate part of our
>>>> external bug system. Be assured that Apple really does notice and track
>>>> everything filed on that site.
>>>>
>>>> This goes for all Apple OpenGL and WebGL bugs (including "Please
>>>> support WebGL").
>>>>
>>>>
>>>> Sorry for the email flood but there is one last thing. If you do file a
>>>> bug on WebGL, please note the bug id and email it to me (off-list). The
>>>> people who screen our bugs are not necessarily experts in whatever the
>>>> topic is, so I can maybe help it get processed faster. Also, I want to know
>>>> about any problems with WebGL :)
>>>>
>>>> Dean
>>>>
>>>>
>>>> Oh, and please attach a complete system profile. It's essential that we
>>>> know your hardware and OS configuration.
>>>>
>>>>
>>>>
>>>
>>>
>>> --
>>> Tony Parisi                             [email protected]
>>> CTO at Large                         415.902.8002
>>> Skype                                     auradeluxe
>>> Follow me on Twitter!             http://twitter.com/auradeluxe
>>> Read my blog at                     http://www.tonyparisi.com/
>>>
>>> Read my book! *WebGL, Up and Running*
>>> http://shop.oreilly.com/product/0636920024729.do
>>> http://www.amazon.com/dp/144932357X
>>>
>>>
>>>
>>
>
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