Set the default number of samples per pixel to 4 and actually use the value set
with glutSetOption(GLUT_MULTISAMPLE,...) in Windows code. Previously the Windows code used a hardwired value of 4 and the GLX code had a default of 0, neither made much sense. Similarly, set the default number of auxiliary buffers to 1 and use that value when GLUT_AUX is used. Note: There latter token has the same value as GLUT_AUX1, and for historical reasons we seem to have 2 APIs to set the number of auxiliary buffers: Explicitly using GLUT_AUX1 ... GLUT_AUX4, and using a combination of GLUT_AUX with glutSetOption. The default of 1 ensures consistent behaviour in both cases. git-svn-id: https://svn.code.sf.net/p/freeglut/code/trunk@802 7f0cb862-5218-0410-a997-914c9d46530a
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@ -1,5 +1,16 @@
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2009-03-16 Sven Panne <sven.panne@aedion.de>
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2009-03-16 Sven Panne <sven.panne@aedion.de>
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* src/freeglut_init.c,src/freeglut_window.c: Set the default number of
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samples per pixel to 4 and actually use the value set with
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glutSetOption(GLUT_MULTISAMPLE,...) in Windows code. Previously the
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Windows code used a hardwired value of 4 and the GLX code had a
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default of 0, neither made much sense. Similarly, set the default
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number of auxiliary buffers to 1 and use that value when GLUT_AUX is
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used. Note: There latter token has the same value as GLUT_AUX1, and
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for historical reasons we seem to have 2 APIs to set the number of
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auxiliary buffers: Explicitly using GLUT_AUX1 ... GLUT_AUX4, and using
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a combination of GLUT_AUX with glutSetOption. The default of 1 ensures
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consistent behaviour in both cases.
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* src/freeglut_state.c: Added GLUT_AUX and GLUT_MULTISAMPLE as possible
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* src/freeglut_state.c: Added GLUT_AUX and GLUT_MULTISAMPLE as possible
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parameters for glutGet, making things more symmetric with
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parameters for glutGet, making things more symmetric with
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glutSetOption.
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glutSetOption.
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@ -84,8 +84,8 @@ SFG_State fgState = { { -1, -1, GL_FALSE }, /* Position */
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NULL, /* ProgramName */
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NULL, /* ProgramName */
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GL_FALSE, /* JoysticksInitialised */
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GL_FALSE, /* JoysticksInitialised */
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GL_FALSE, /* InputDevsInitialised */
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GL_FALSE, /* InputDevsInitialised */
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0, /* AuxiliaryBufferNumber */
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1, /* AuxiliaryBufferNumber */
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0, /* SampleNumber */
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4, /* SampleNumber */
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1, /* MajorVersion */
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1, /* MajorVersion */
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0, /* MajorVersion */
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0, /* MajorVersion */
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0 /* ContextFlags */
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0 /* ContextFlags */
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@ -132,14 +132,22 @@ GLXFBConfig* fgChooseFBConfig( void )
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ATTRIB_VAL( GLX_ACCUM_ALPHA_SIZE, 1 );
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ATTRIB_VAL( GLX_ACCUM_ALPHA_SIZE, 1 );
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}
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}
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if ((fgState.DisplayMode & GLUT_AUX)
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if( fgState.DisplayMode & GLUT_AUX4 )
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|| (fgState.DisplayMode & GLUT_AUX1)
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{
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|| (fgState.DisplayMode & GLUT_AUX2)
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ATTRIB_VAL(GLX_AUX_BUFFERS, 4);
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|| (fgState.DisplayMode & GLUT_AUX3)
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}
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|| (fgState.DisplayMode & GLUT_AUX4))
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else if( fgState.DisplayMode & GLUT_AUX3 )
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{
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{
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ATTRIB_VAL(GLX_AUX_BUFFERS, fgState.AuxiliaryBufferNumber)
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ATTRIB_VAL(GLX_AUX_BUFFERS, 3);
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}
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}
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else if( fgState.DisplayMode & GLUT_AUX2 )
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{
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ATTRIB_VAL(GLX_AUX_BUFFERS, 2);
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}
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else if( fgState.DisplayMode & GLUT_AUX1 ) /* NOTE: Same as GLUT_AUX! */
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{
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ATTRIB_VAL(GLX_AUX_BUFFERS, fgState.AuxiliaryBufferNumber);
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}
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if (fgState.DisplayMode & GLUT_MULTISAMPLE)
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if (fgState.DisplayMode & GLUT_MULTISAMPLE)
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{
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{
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@ -427,8 +435,8 @@ GLboolean fgSetupPixelFormat( SFG_Window* window, GLboolean checkOnly,
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pfd.cAuxBuffers = 3;
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pfd.cAuxBuffers = 3;
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else if( fgState.DisplayMode & GLUT_AUX2 )
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else if( fgState.DisplayMode & GLUT_AUX2 )
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pfd.cAuxBuffers = 2;
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pfd.cAuxBuffers = 2;
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else if( fgState.DisplayMode & GLUT_AUX1 )
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else if( fgState.DisplayMode & GLUT_AUX1 ) /* NOTE: Same as GLUT_AUX! */
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pfd.cAuxBuffers = 1;
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pfd.cAuxBuffers = fgState.AuxiliaryBufferNumber;
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else
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else
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pfd.cAuxBuffers = 0;
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pfd.cAuxBuffers = 0;
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@ -497,7 +505,7 @@ GLboolean fgSetupPixelFormat( SFG_Window* window, GLboolean checkOnly,
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pAttributes[iCounter++]=WGL_DOUBLE_BUFFER_ARB; pAttributes[iCounter++]=(fgState.DisplayMode & GLUT_DOUBLE)!=0;
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pAttributes[iCounter++]=WGL_DOUBLE_BUFFER_ARB; pAttributes[iCounter++]=(fgState.DisplayMode & GLUT_DOUBLE)!=0;
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pAttributes[iCounter++]=WGL_SAMPLE_BUFFERS_ARB; pAttributes[iCounter++]=GL_TRUE;
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pAttributes[iCounter++]=WGL_SAMPLE_BUFFERS_ARB; pAttributes[iCounter++]=GL_TRUE;
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pAttributes[iCounter++]=WGL_SAMPLES_ARB; pAttributes[iCounter++]=4;
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pAttributes[iCounter++]=WGL_SAMPLES_ARB; pAttributes[iCounter++]=fgState.SampleNumber;
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pAttributes[iCounter++]=0; pAttributes[iCounter++]=0; /* terminator */
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pAttributes[iCounter++]=0; pAttributes[iCounter++]=0; /* terminator */
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bValid = wglChoosePixelFormatARBProc(window->Window.Device,pAttributes,fAttributes,1,&iPixelFormat,&numFormats);
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bValid = wglChoosePixelFormatARBProc(window->Window.Device,pAttributes,fAttributes,1,&iPixelFormat,&numFormats);
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