| SoAccumulationAntialiasingParameters Class | 
Antialiasing parameters class for the accumulation buffer algorithm.
 Inheritance Hierarchy
Inheritance HierarchyNamespace: OIV.Inventor.Antialiasing
 Syntax
SyntaxThe SoAccumulationAntialiasingParameters type exposes the following members.
 Constructors
Constructors| Name | Description | |
|---|---|---|
|  | SoAccumulationAntialiasingParameters | Constructor which takes as input two parameters. | 
 Methods
Methods| Name | Description | |
|---|---|---|
|  | Copy | Copy to a new instance. | 
|  | Equals | Determines whether the specified Object is equal to the current Object.(Inherited from Object.) | 
|  | GetHashCode | 
Overrides GetHashCode().
(Inherited from SoNetBase.) | 
|  | GetNumPasses | Returns the number of rendering passes requested for the antialiasing process. | 
|  | GetType | Gets the Type of the current instance.(Inherited from Object.) | 
|  | IsSmooth | Returns true if line and point smoothing is requested. | 
|  | ToString | Returns a string that represents the current object.(Inherited from Object.) | 
 Remarks
RemarksThis class provides the different parameters that can be set to configure the accumulation buffer antialiasing algorithm. These objects are used with the setAntialiasing() method in OIV.Inventor.SoSceneManager and some viewer classes (e.g. OIV.Inventor.Win.SoWinGLWidget).
There are actually two kinds of antialiasing available: smoothing and multipass antialiasing. If smoothing is set to true, smoothing is enabled. Smoothing uses OpenGL's line- and point-smoothing features to provide cheap antialiasing of lines and points. Line smoothing is an inexpensive solution for wire frame geometry. The value of numPasses controls multipass antialiasing. Each time a render action is applied, Open Inventor renders the scene numPasses times from slightly different camera positions, averaging the results. numPasses can be from one to 255, inclusive. Setting numPasses to one disables multipass antialiasing. You can use either, both, or neither of these antialiasing techniques. By default, both smoothing and multipass antialiasing are disabled.
Increasing the number of render passes can significantly reduce performance for large scenes. As a result this technique has generally been replaced by FSAA and FXAA techniques.
 See Also
See Also