Anim8or Community

General Category => Ongoing Anim8or Development => Topic started by: Steve on September 10, 2014, 07:10:30 pm

Title: Anti-Aliased OpenGL Workspace
Post by: Steve on September 10, 2014, 07:10:30 pm
Here's an update that supports anti-aliased OpenGL in all the working windows:

animcl1103.zip (http://www.anim8or.com/download/preview/files/animcl1103.zip)

You enable it in the View->Preferences dialog in the "OpenGL Workspace" area, and then you need to exit and restart Anim8or for the change to take effect.  Give it a try and let me know what you think!

Note: If the "AntiAliased" check box is grayed out your graphics card doesn't support it.
Title: Re: Anti-Aliased OpenGL Workspace
Post by: cooldude234 on September 10, 2014, 08:50:15 pm
Sweet, now I don't have to force it through the control panel!
But are you going to implement a context re-loader in the future so that way we don't have to restart anim8or to enable anti-aliasing?
You see I often use the pixels of the line I am editing to see if its straight, and so enabling anti-aliasing would be great for normal use but would make trying to figure out straight lines a little more of a hassle.
Unless you implement some way of making a line straight on the common 8 angles (0deg, 45deg, 90, deg, so on).

PS. It took me about 15 minutes refreshing the page every 4 or so seconds just to load this page (because of the too many connections error).
Title: Re: Anti-Aliased OpenGL Workspace
Post by: Steve on September 10, 2014, 09:36:10 pm
Yes, I plan on allowing switching between AA and aliased on the fly - but I haven't quite figured it out, given my tangled code :-)
Title: Re: Anti-Aliased OpenGL Workspace
Post by: Steve on September 10, 2014, 11:06:37 pm
cooldude234: Apparently there isn't any way to increase the number of simultaneously connected users on my host site, which is a bummer, or so the customer support person thought. I just decreased the log-on time from 15 minutes to 5 minutes, which sees a bit short, but let's see if that helps or if it is more of a pain to have to log-in after 5 minutes of inactivity.
Title: Re: Anti-Aliased OpenGL Workspace
Post by: Kyle on September 11, 2014, 07:57:33 am
Darn, greyed out.  It seems anim8or has outgrown my old machine. heh
Well I cant wait to upgrade and actually see this work.

One issue I've noticed now though is that I cant get out of the preferences box now without canceling out of it. As in I get "Samples: malformed number", even if I don't change anything and hit ok.

This version definitely looks pretty ugly running on my machine compared to previous builds. My crappy specs are probably to blame here. I see elements of shaders looking better, but there's so much aritfacting going on in working views that it cancels that out.
I'll have to stick with the previous build for now.
Title: Re: Anti-Aliased OpenGL Workspace
Post by: Steve on September 11, 2014, 09:16:13 pm
Kyle" it shouldn't look worse on your computer than before. Can you send me a small .an8 project that shows the problem and a couple of screen shots? You can e-mail me at support (at) anim8or.com if you like.

Also I've fixed the can't-exit-without-canceling bug.
Title: Re: Anti-Aliased OpenGL Workspace
Post by: Kyle on September 12, 2014, 12:55:52 am
Here's a couple of shots. one from object, the other from scene mode.
These artifacts appear pretty much universally, on every object, any file. 

I can send you the first one if you want it. The other is probably too complex... But I'd imagine the file would probably look fine on your end.

I would also say the lighting is considerably brighter for some reason. It looks fine when rendered though.
Title: Re: Anti-Aliased OpenGL Workspace
Post by: Steve on September 12, 2014, 04:27:05 pm
Please send me the first project.  It looks awful!  Also, can you send the data from the About->SystemInfo dialog?
Title: Re: Anti-Aliased OpenGL Workspace
Post by: Kyle on September 12, 2014, 11:26:34 pm
Alright, here you go.
Title: Re: Anti-Aliased OpenGL Workspace
Post by: Steve on September 13, 2014, 12:57:41 am
Check for an updated OpenGL driver. Intel is know for buggy OpenGL drivers, but the do fix things from time to time.

This project works perfectly on my computer in AA, non-AA, and using GLSL/ARB fragment programs/OpenGL materials.
Title: Re: Anti-Aliased OpenGL Workspace
Post by: Kyle on September 13, 2014, 07:32:10 am
My card hasn't had a new open gl driver since 2012.  This isn't the first problem I've run into. I remember around 2010 had to downgrade the drivers to get anim8or to run. I've since updated them to the most recent and it works again. I wonder if downgrading again would fix this issue for me again.  (http://media.ign.com/boardfaces/33.gif)

Kinda unrelated but another problem with openGL I've had is that photoshop CS6 used to use OpenGL for 3D and smooth zooming, worked well enough, but Photoshop CC doesn't recognize it at all.

Anyway, I wouldn't be surprised if I've gotten all I could out of this laptop/video card. 

Until then would it be too much to ask for some kind of legacy shader mode that would bring back the working shaders, sans related updates? Right now sticking with the previous build isn't a big deal, but I'm sure I'll want to use the toolset updates you add soon without it looking so nasty.  If not I guess I can always turn off shaders in the working space. (couldn't test it before the preference dialogue bug was squashed)
Title: Re: Anti-Aliased OpenGL Workspace
Post by: Steve on September 13, 2014, 06:39:00 pm
You can use Ctrl-B to toggle through GLSL -> ARB fragment (the original shaders) -> regular OpenGL.  The *shouldn't* be any change in the ARB setting from how it used to be in older Anim8or releases - please let me know if you find any issues.
Title: Re: Anti-Aliased OpenGL Workspace
Post by: cooldude234 on September 13, 2014, 08:31:47 pm
Steve are you going to add in the option to choose the amount of AA sampling you want? I mean for slower cards of course, like if I where to run this on my laptop and it were to have 32x SSAA it would just DESTROY my laptop, but if it were my tower it would amazing and run incredibly fast  ;)
It seems like an obvious thing so I assume you have already thought of that.
Also are you going to make the final Opengl renderer (the one you choose as the final renderer) output AA as well as the preview renderer? It would be nice considering I use the final Opengl renderer a lot for quick and dirty things (like my 3D case render I did).
Title: Re: Anti-Aliased OpenGL Workspace
Post by: Steve on September 13, 2014, 09:44:17 pm
You can set the number of samples in the View->Preferences dialog where you enable AA.

Of course, I will add AA support to the OpenGL renderer for both movies and single images. I wanted to work out the kinks first.
Title: Re: Anti-Aliased OpenGL Workspace
Post by: Kyle on September 14, 2014, 04:04:32 am
Ahh, Ctrl-B  appears to do exactly what I wanted (at a glance at least). Thanks steve.

Edit: holy crap I can see environment maps (among others) in real time now. That's a new one for me.  I just spent like 10 mins just rotating a sphere in awe. haha
Title: Re: Anti-Aliased OpenGL Workspace
Post by: cooldude234 on September 14, 2014, 07:09:31 pm
You can set the number of samples in the View->Preferences dialog where you enable AA.

Of course, I will add AA support to the OpenGL renderer for both movies and single images. I wanted to work out the kinks first.
LOL, I totally missed that :D
But there is an issue, it won't let me sample to 32x? Only lets me go to 16x?

P.S just curious, what type of AA are you using?
Title: Re: Anti-Aliased OpenGL Workspace
Post by: Steve on September 14, 2014, 10:09:22 pm
I'm using Multisampling. It's more efficient than supersampling.

I'll increase the limit to 32 samples.
Title: Re: Anti-Aliased OpenGL Workspace
Post by: cooldude234 on September 15, 2014, 12:14:22 am
MutliSampling is good and all, but some time in the future I would like to see a supersampling (as an option between the two!).
Future is the key word, as in it's not a priority, just something I would like to see as it does have benefits over the later.

Also when did you implement anisotropic filtering!? It looks much better!
Preposting edit: Apparently the old version of 98 also had this... weird I remember when running xp I had to manually set anisotropic through Nvidia's control panel (on the same version!). I wonder whats up with that?
Title: Re: Anti-Aliased OpenGL Workspace
Post by: Steve on September 15, 2014, 04:58:15 am
The anisotropic filtering defaults depend on the graphics card. I didn't do anything to enable them.
Title: Re: Anti-Aliased OpenGL Workspace
Post by: cooldude234 on September 15, 2014, 05:22:48 am
yea I guess, I never thought of it that way lol
I had my default settings set to application controlled, but I totally didn't think of what the default would be if the application didn't set it :P

Are you planning on adding more indepth options to control how opengl is used? IE like an option to disable mipmaps or to use nearest neighbor so on and so forth? I mean we have seen some things added already, but are you going to be making a opengl specific options menu in the preferences to choose very specific things?