Hi everyone,
So I am creating a DrawNode and drawing a texture, setting it isAntialiased = true.
`
float size = radius * 2.0f;
CCPoint circleCenterPos = new CCPoint(radius, radius);
CCDrawNode draw = new CCDrawNode();
draw.DrawSolidCircle(circleCenterPos, radius, borderColor); draw.DrawSolidCircle(circleCenterPos, radius - borderWidth, backgroundColor); // create render texture containing draw node CCRenderTexture rtm = new CCRenderTexture( new CCSize(size, size), new CCSize(size, size), CCSurfaceFormat.Color, CCDepthFormat.Depth24Stencil8 ); rtm.BeginWithClear(CCColor4B.Transparent); draw.Visit(); rtm.End(); rtm.Texture.IsAntialiased = true;
`
But my rendering looks exactly the same as if anti aliasing doesn't work.
Btw, I set these two to true as well in case you are wondering.
application.PreferMultiSampling = true; CCTexture2D.DefaultIsAntialiased = true;
How the heck do I make my textures render with antialiasing? Please help! I am running this on Windows.
Answers
@rawbot69
The primitives themselves do not but you may be able to use this article as a guide. See the part on anti-aliasing which uses a form of alpha-blending and creating your own line drawing algorithms based on the information outlined.