Applied the anti-aliasing modifications to the Linux implementation
git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1317 4e206d99-4929-0410-ac5d-dfc041789085
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@ -188,8 +188,6 @@ void ContextGLX::CreateContext(ContextGLX* shared, unsigned int bitsPerPixel, co
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// Find the best visual
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int bestScore = 0xFFFF;
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XVisualInfo* bestVisual = NULL;
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while (!bestVisual)
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{
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for (int i = 0; i < nbVisuals; ++i)
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{
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// Get the current visual attributes
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@ -221,27 +219,12 @@ void ContextGLX::CreateContext(ContextGLX* shared, unsigned int bitsPerPixel, co
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}
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}
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// If no visual has been found, try a lower level of antialiasing
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// Make sure that we have found a visual
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if (!bestVisual)
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{
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if (mySettings.AntialiasingLevel > 2)
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{
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std::cerr << "Failed to find a pixel format supporting "
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<< mySettings.AntialiasingLevel << " antialiasing levels ; trying with 2 levels" << std::endl;
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mySettings.AntialiasingLevel = 2;
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}
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else if (mySettings.AntialiasingLevel > 0)
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{
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std::cerr << "Failed to find a pixel format supporting antialiasing ; antialiasing will be disabled" << std::endl;
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mySettings.AntialiasingLevel = 0;
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}
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else
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{
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std::cerr << "Failed to find a suitable pixel format for the window -- cannot create OpenGL context" << std::endl;
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return;
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}
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}
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}
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// Get the context to share display lists with
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GLXContext toShare = shared ? shared->myContext : NULL;
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@ -296,11 +279,14 @@ void ContextGLX::CreateContext(ContextGLX* shared, unsigned int bitsPerPixel, co
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}
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// Update the creation settings from the chosen format
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int depth, stencil;
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int depth, stencil, multiSampling, samples;
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glXGetConfig(myDisplay, bestVisual, GLX_DEPTH_SIZE, &depth);
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glXGetConfig(myDisplay, bestVisual, GLX_STENCIL_SIZE, &stencil);
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glXGetConfig(myDisplay, bestVisual, GLX_SAMPLE_BUFFERS_ARB, &multiSampling);
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glXGetConfig(myDisplay, bestVisual, GLX_SAMPLES_ARB, &samples);
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mySettings.DepthBits = static_cast<unsigned int>(depth);
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mySettings.StencilBits = static_cast<unsigned int>(stencil);
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mySettings.AntialiasingLevel = multiSampling ? samples : 0;
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// Change the target window's colormap so that it matches the context's one
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::Window root = RootWindow(myDisplay, DefaultScreen(myDisplay));
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