Im using shaders to fill shapes, but i cant avoid this uggly effect when i rotate the camera or shapes:
(is more visible if you zoom in)
how can resolve it? Im trying to adding more samples in the fbo where im drawing:
settings.internalformat = GL_RGBA;
settings.numSamples = 8;
but nothing happens. Also try to using functions in the shader, but the problem still exist, in the moment when i make rotations or change the point of view (irregular angles)…
Not entirely sure what’s going on but there are a few things you could check.
First and foremost, have you enabled multisampling by calling
ofEnableAntiAliasing()? Then, check if multisampling is supported -> i.e. add
ofSetLogLevel("ofFbo", OF_LOG_VERBOSE); to setup and take a look at the console. Also double check your graphics card settings and make sure anti-aliasing can be controlled from your app.
First try what @lshoek suggests. If that does not work I would go through the shader’s code.
Try not to use “hard” cordinional rules for setting the color of each pixel, rather use something like
I recommend you to take a look at the Signed Distance Functions (SDF) way of handling this which should will not give this kind of artifacts.