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Android 4x msaa opengl es 2.0
Android 4x msaa opengl es 2.0








android 4x msaa opengl es 2.0

But even after doing this, there are jags inside texture. I have also turned on 4x Multisample anti aliasing. GLES20.glGenerateMipmap(GLES20.GL_TEXTURE_2D) Ĭode for Multisample Antialiasing ( 4X MSAA) tEGLConfigChooser(new M圜onfigChooser()) GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, bitmap, 0) Load the bitmap into the bound texture. GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE) GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE) GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR) GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR_MIPMAP_LINEAR) Source Code used for setting filtering paramenters for texture and generating Texture and mipmap: GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mSphereTextureIds) The magnification and minification filter for the texture that we are using is GL_LINEAR. On the other hand, the same image ( 4096X2048 resolution) is rendered perfectly in unit圓d application for Android. when I see this view using cardboard device The jags are visible on the arms of sofa, edges of floor etc. When we build the application using native Android SDK and OpenGL ES 2.0, we see jaggy edges like the one shown in below image. I am mapping a 360 degree photospheric image on a sphere with camera at centre of sphere.










Android 4x msaa opengl es 2.0