Login  Register

Re: Text rendering quality

Posted by Marian Schedenig on Sep 11, 2013; 10:18pm
URL: https://forum.jogamp.org/Text-rendering-quality-tp4029946p4030022.html

Thanks for your reply (and sorry for my late commenting on it - I haven't had much time to work on my code recently).

I've been trying to switch my code to FBObject and activate multisampling. Using FBObject instead of direct GL calls seems to work nicely, but I can't figure out how to setup MSAA. I've never used MSAA before, and what bits and pieces I can gather from tutorials don't seem to port to FBObject.

When I set up a non-MSAA FBO, I can simply use attachTexture2D to generate a texture. But as soon as I switch to MSAA, this call fails, apparently because I'm not allowed to use attachTexture2D in this case. The JavaDoc doesn't give any indication as to how I *should* setup my FBO, and what's worse, I can't seem to find a single example on the net. Am I just missing some obvious search terms?

(The game is a simple 2D game using billboard quads, so all this fancy multisampling stuff is needed only to get acceptable text output quality).

@Rami: Obviously the rendered text shouldn't be stretched as a texture for final display. All my FBOs are sized and matrixed so I can do 1:1 pixel matching for the final screen quad.