Submitted by StApostol on August 18, 2007 - 1:00pm.
Here is my first try. The 7z archive contains the Tao.Platform.Windows dlls (debug and release), the updated source for Tao.Platform.Windows and a simple example application.
I've added a new property, Multisampling, to the SimpleGLControl. It takes an integer, where a value of 0 means multisampling off, and any value >0 means multisampling on. Values up to 4 are a safe bet (Geforce2 supports up to 2, most Geforces prior to G70 support up to 4, Ati Radeons from 9500+ support up to 6, and newer cards may support higher multisampling levels).
This Multisampling property can be set at design time or at runtime, before calling InitializeContexts. You will have to destroy the context before changing the multisampling level on the fly:
glControl.DestroyContexts();
glControl.Multisampling = [desired value];
glControl.InitializeContexts();
Unfortunately, this will destroy all data controlled by the driver (display lists, vbos etc), so you'll need to recreate everything. In most cases, it is simpler to request the user to restart the application before changing multisampling (most opengl games do this).
The new code writes some output to System.Diagnostics.Debug, so you can check what is going on.
Also included are the new wgl bindings, with functional wgl extensions (at last!).
Let me know if it works, and if you need any other functionality!
Yes - sorry, I wanted to try it on a G80 to make sure it worked properly on a selection of cards. I have emailed you about payment. Thanks for your work!
Submitted by StApostol on August 21, 2007 - 1:24pm.
The only problem is that MSAA won't work with the old wgl bindings (extension loading fails), and the new bindings do not contain any documentation. Unless someone wishes to update the old bindings by hand, I'd say upload this version and we'll search for a way to add inline documentation later.
StApostol: you haven't responded to my email. It's possible that my email (or your reply) got lost in a spam box somewhere, although given the fact that we're both using Gmail I should hope that hasn't happened...
I've always been planning to
I've always been planning to do this - I'll bump it in my priority list.
That's awesome - thanks! Let
That's awesome - thanks! Let me know when it's released so I can test it, then send the money over however you prefer.
Here is my first try. The 7z
Here is my first try. The 7z archive contains the Tao.Platform.Windows dlls (debug and release), the updated source for Tao.Platform.Windows and a simple example application.
I've added a new property, Multisampling, to the SimpleGLControl. It takes an integer, where a value of 0 means multisampling off, and any value >0 means multisampling on. Values up to 4 are a safe bet (Geforce2 supports up to 2, most Geforces prior to G70 support up to 4, Ati Radeons from 9500+ support up to 6, and newer cards may support higher multisampling levels).
This Multisampling property can be set at design time or at runtime, before calling InitializeContexts. You will have to destroy the context before changing the multisampling level on the fly:
glControl.DestroyContexts();
glControl.Multisampling = [desired value];
glControl.InitializeContexts();
Unfortunately, this will destroy all data controlled by the driver (display lists, vbos etc), so you'll need to recreate everything. In most cases, it is simpler to request the user to restart the application before changing multisampling (most opengl games do this).
The new code writes some output to System.Diagnostics.Debug, so you can check what is going on.
Also included are the new wgl bindings, with functional wgl extensions (at last!).
Let me know if it works, and if you need any other functionality!
stapostol at gmail dot com
Have you tried it, yet?
Have you tried it, yet?
Yes - sorry, I wanted to try
Yes - sorry, I wanted to try it on a G80 to make sure it worked properly on a selection of cards. I have emailed you about payment. Thanks for your work!
Should I upload this new
Should I upload this new version to SVN?
The only problem is that
The only problem is that MSAA won't work with the old wgl bindings (extension loading fails), and the new bindings do not contain any documentation. Unless someone wishes to update the old bindings by hand, I'd say upload this version and we'll search for a way to add inline documentation later.
StApostol: you haven't
StApostol: you haven't responded to my email. It's possible that my email (or your reply) got lost in a spam box somewhere, although given the fact that we're both using Gmail I should hope that hasn't happened...