Comment # 19
on bug 56865
from Alex Deucher
(In reply to comment #18) > > As far as I understand, expected usage of MLAA with Mesa is to enable it > > only for the applications where you want it (games etc) with either > > app-specific drirc settings or environment variables. > It is probably so. A **huge** problem for me is a common lack of > documentation. I'm okay with English and not too lazy to read but I could > hardly find what to read, though. I mean - relevant while not obsolete. > Things usually work in default configuration, which may not be optimal for > some cases, and if I want to do something about it - this is where troubles > begin - for me and maybe for developers who have to answer my sometimes > stupid questions. All this video stuff looks so complicated and chaotic for > me due to lack of documentation... I even did not comprehend if mesa is > commonly responsible only for 3D rendering how comes erroneously enabled > MLAA blurs fonts, too. Fonts currently are rendered by DDX driver, aren't > they? MLAA affects all rendering that goes through OpenGL. While the text rendering for non-GL X apps may be rendered by the ddx using xrendr, the pixmaps end up going though OpenGL if you are using an OpenGL compositor (gnome shell/compiz/kwin/etc.). When the application window is composited to the front buffer by the OpenGL compositor, the MLAA is applied.
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