kamiyasi
Member
Ok, so here's how my project setup works. The game's view size is 1920x1080, which is then set to the user's display size and the application surface is resized to the user's display size using these lines...
This works great for resizing my game to a variety of screen sizes, but I notice that my 3D elements are very aliased. Here's a snippet of one area where you can clearly see how aliased it is.
Can somebody recommend a way to reduce aliasing? I already have interpolate color between pixels checked on. Thank you.
EDIT:
Actually after just a little more searching I found display_reset() and that works perfectly, however, I have a question.
In the manual, it says
Code:
surface_resize(application_surface,view_wport[0],view_hport[0]);
display_set_gui_size(view_wport[0],view_hport[0]);
window_set_size(view_wport[0],view_hport[0]);
Can somebody recommend a way to reduce aliasing? I already have interpolate color between pixels checked on. Thank you.
EDIT:
Actually after just a little more searching I found display_reset() and that works perfectly, however, I have a question.
In the manual, it says
But shouldn't that be " if display_add >= 12 display_reset(8, true) " since it says that for 8xaa the function display_aa will return 12?This variable will return a value based on the setting of bits for the different levels. So for only 2xAA, this will report 2, for 2x and 4x availability it will report 6. For 8 and 4 it will report 12. For all 3 levels (2,4 and 8) it will report 14.
if display_aa > 12 display_reset(8, true);
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