Forum: help
Monitor Forum | | RE: rgl.open and antialiasing [ Reply ] By: Joshua Davis on 2016-03-05 16:45 | [forum:43802] |
| Okay, I will rewrite the code to use the *3d API. Thank you for your help. I consider this thread closed. | |
| RE: rgl.open and antialiasing [ Reply ] By: Duncan Murdoch on 2016-03-04 13:45 | [forum:43012] |
| Yes, I'd recommend that. | |
| RE: rgl.open and antialiasing [ Reply ] By: Joshua Davis on 2016-03-04 13:31 | [forum:43011] |
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Thank you for your response. Since the documentation recommends not mixing *3d and rgl* calls, are you saying that I should translate all of my rgl* code into *3d code? Or can I safely just replace rgl.open with open3d? |
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| RE: rgl.open and antialiasing [ Reply ] By: Duncan Murdoch on 2016-03-04 07:13 | [forum:43006] |
| Just use open3d. | |
| rgl.open and antialiasing [ Reply ] By: Joshua Davis on 2016-03-03 22:53 | [forum:43005] |
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I'm trying to activate device-wide antialiasing in an RGL device created with rgl.open (not open3d). The docs say "If the "rgl.antialias" option is set, it will be used to select the requested antialiasing." But I'm not sure how to set this option. I've tried mimicking the source code to open3d, with no luck. And I've tried rgl.material before and after rgl.open, but does that set some other kind of antialiasing? So please tell me the right way to antialias a device created with rgl.open. |
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