Finished my post processing anti-aliasing evaluation and settled with a combination of FXAA and 2xFSAA. As before I used the Mandelbrot and Displaylist routines as basis for the experiments. Source on Github: GL3_FXAA_Mandelbrot.java and GL3_FXAA_DisplayLists.java. JOGL “friendly” fragment shader (eliminated the need for a dedicated vertex shader): .fs

Finished my post processing anti-aliasing evaluation and settled with a combination of FXAA and 2xFSAA. As before I used the Mandelbrot and Displaylist routines as basis for the experiments. Source on Github: GL3_FXAA_Mandelbrot.java and GL3_FXAA_DisplayLists.java. JOGL “friendly” fragment shader (eliminated the need for a dedicated vertex shader): .fs

Continuing with my experiments regarding anti aliasing, I took a look at the idea of combining post-processing anti-aliasing (FXAA) with super sampling as explained by Timothy Lottes. As the above picture clearly shows the results of 2xFSAA+FXAA line up somewhat between 2xFSAA and 4xFSAA at the cost of 2xFSAA (as FXAA is neglectable performance wise). JOGL2 port/implementation coming up shortly …

Continuing with my experiments regarding anti aliasing, I took a look at the idea of combining post-processing anti-aliasing (FXAA) with super sampling as explained by Timothy Lottes. As the above picture clearly shows the results of 2xFSAA+FXAA line up somewhat between 2xFSAA and 4xFSAA at the cost of 2xFSAA (as FXAA is neglectable performance wise). JOGL2 port/implementation coming up shortly …

Another port to JOGL2. This time simple fixed function pipeline sphere mapping. Also makes use of some more advanced framework postprocessing functionality. Code can be found here: GL2_SphereMapping.java

NIGHTNIGHT by DEDDY