I’m trying to smooth the edges of rendered lines implemented as textured quads, to compensate for a removed functionality (thick stippled lines).
I use vertex and pixel shaders so no fixed path is utilized.
glDisable(GL_DEPTH_TEST); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA_SATURATE, GL_ONE); glEnable(GL_POLYGON_SMOOTH); glDrawArrays(GL_TRIANGLES, 0, 3 * vertices.size());
This is causing polygons not rendered. Is this a consequence of using shaders with some kind of “fixed functionality (polygon soothing)?”
I had a problem with using shaders and stippled lines that’s why I’m using my own line rendering implementation instead.