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<td align="center" valign="center"><div align="center"><font class="text"><font class="theme" size="+3"><b><i>第46课</i></b></font></font></div></td>
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<td width="70%"><p><font><b>全屏反走样</b></font></p>
<p><font size="3">当今显卡的强大功能,你几乎什么都不用做,只需要在创建窗口的时候该一个数据。看看吧,驱动程序为你做完了一切。</font></p></td>
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<td class="back3" valign="top" width="100%">在图形的绘制中,直线的走样是非常影响美观的,我们可以使用反走样解决这个问题。在众多的解决方案里,多重采样是一种易于硬件实现的方法,也是一种快速的方法。<br>
全凭多重采样可以使你的图形看起来更美观,我们可以使用ARB_MULTISAMPLE扩展完成这个功能,但它会降低你的程序的速度。
<p> </p>
<p> </p>
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<pre>Vid_mem = sizeof(Front_buffer) + sizeof(Back_buffer) + num_samples<br> * (sizeof(Front_buffer) +sizeof(ZS_buffer))<br></pre>
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<td class="back3" valign="top" width="100%">如果你想知道更多的关于多重采样的信息,请访问下面的链接:
<p><a href="http://developer.nvidia.com/attach/3464">GDC2002 -- OpenGL Multisample</a><br>
<a href="http://developer.nvidia.com/attach/2064">OpenGL Pixel Formats
and Multisample Antialiasing</a> </p>
<p>下面我们来介绍如何使用多重采样,不向其他的扩展,我们在使用多重采样时,必须在窗口创建时告诉它使用多重采样,典型的步骤如下:<br>
1、创建一个窗口<br>
2、查询是否支持多重采样<br>
3、如果支持删除当前的窗口,使用支持多重采样的格式创建窗口<br>
4、如果我们想使用多重采样,仅仅启用它既可。</p>
<p>了解了上面,我们从头说明如何使用多重采样,并介绍ARB_Multisample的实现方法:</p>
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<pre>#include <windows.h><br>#include <gl.h><br>#include <glu.h><br>#include "arb_multisample.h"</pre>
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<td class="back3" valign="top" width="100%">下面两行定义我需要使用的像素格式</td>
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<pre><span class="theme">// 声明我们将要使用</span><br>#define WGL_SAMPLE_BUFFERS_ARB 0x2041<br>#define WGL_SAMPLES_ARB 0x2042</pre>
<p>bool arbMultisampleSupported = false;<br>
int arbMultisampleFormat = 0;</p>
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