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Re: Developing a game, need help

Posted by Wibowit on Feb 18, 2011; 7:20pm
URL: https://forum.jogamp.org/Developing-a-game-need-help-tp2486309p2529025.html

Thanks. setAlphaBits partially solved the problem. It now chooses right pixel format
Info: X11GLXGraphicsConfiguration[class javax.media.nativewindow.x11.X11GraphicsScreen[class javax.media.nativewindow.x11.X11GraphicsDevice[type X11, connection :0.0, unitID 0, handle 0xe24490], idx 0], visualID 0x49, fbConfigID 0x49,
        requested GLCapabilities[Capabilities[Onscreen: true, Red: 8, Green: 8, Blue: 8, Alpha: 1, Opaque: true], GL profile: GLProfile[GL4bc/GL4bc], PBuffer: false, DoubleBuffered: true, Stereo: false, HardwareAccelerated: true, DepthBits: 16, StencilBits: 0, Red Accum: 0, Green Accum: 0, Blue Accum: 0, Alpha Accum: 0, Multisample: true, Num samples: 8, PBuffer-FloatingPointBuffers: false, PBuffer-RenderToTexture: false, PBuffer-RenderToTextureRectangle: false],
        chosen    GLCapabilities[Capabilities[Onscreen: true, Red: 8, Green: 8, Blue: 8, Alpha: 8, Opaque: true], GL profile: GLProfile[GL4bc/GL4bc], PBuffer: false, DoubleBuffered: true, Stereo: false, HardwareAccelerated: true, DepthBits: 24, StencilBits: 0, Red Accum: 0, Green Accum: 0, Blue Accum: 0, Alpha Accum: 0, Multisample: true, Num samples: 8, PBuffer-FloatingPointBuffers: false, PBuffer-RenderToTexture: false, PBuffer-RenderToTextureRectangle: false]]

GLX_SAMPLES 8
GLX_SAMPLE_BUFFERS 1
But it doesn't seem to have any effect, ie lines are still aliased.



I have another question, maybe stupid: how to implement skyboxing using shaders? Ie in RenderMonkey there are some boxes that are using uniform samplerCube. How to manage cubemaps with JOGL?