Antialiasing problem

BlitzMax Forums/BlitzMax OpenGL Programming/Antialiasing problem

I used to program OpenGL in Delphi and now I'm obviously doing it in BlitzMax - But I have a problem enabling antialised lines and polygons. I used to do it like in the example below, and I don't get any errors, but it simply does not happen.

Has anyone had a similar problem, or maybe even solved it? I'm sure I'm just missing something (or something :) )

UPDATE: This bit of code also DOES NOT enable alphablending, which I'm sure it should...

Graphics 1024, 768, 32

glEnable(GL_POLYGON_SMOOTH)
glEnable(GL_LINE_SMOOTH)
glEnable(GL_BLEND)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)


This works fine here...
SetGraphicsDriver GLMax2DDriver()

Graphics 640, 480, 32

glEnable(GL_POLYGON_SMOOTH)
glEnable(GL_LINE_SMOOTH)
SetBlend ALPHABLEND

DrawLine 0, 0, 639, 479

Flip

WaitKey()

End


And for the 3D :
SetGraphicsDriver GLMax2DDriver()

bglCreateContext(640,480,16,0,BGL_BACKBUFFER | BGL_DEPTHBUFFER | BGL_ALPHABUFFER)
glMatrixMode(GL_PROJECTION)
glLoadIdentity
glFrustum(-0.1, 0.1,-0.1, 0.1, 0.1, 100.0)
glMatrixMode(GL_MODELVIEW)
glLoadIdentity

glEnable(GL_ALPHA_TEST)
glEnable(GL_POLYGON_SMOOTH)
glEnable(GL_LINE_SMOOTH)
glEnable(GL_BLEND)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)

glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_ALPHA_BUFFER_BIT)
glTranslatef(0.0 , 2.0 , -6.0)
glBegin(GL_QUADS)
	glColor3f(0.0 , 0.5 , 0.5)
	glVertex3f(5.0, 1.0, 0.0)
	glColor3f( 1.0 , 0.0 , 0.5)
	glVertex3f(1.0, 1.0, 0.0)
	glColor3f( 0.0 , 0.5 , 1.0)
	glVertex3f(10.0,-10.0, 0.0)
	glColor3f(1.0 , 0.0 , 0.0)
	glVertex3f(-10.0,-10.0,0.0)
glEnd
bglSwapBuffers

While Not KeyDown(Key_Space)
Wend
bglDeleteContext


BlitzMax 1.10 defaults Windows machines to DirectX. Did you set the graphics driver to OpenGL (as in the examples above)?

I'm in OS X, so no DirectX problem (Shouldn't antialiasing work somehow in DirectX as well, anyway?)

I'm doing 2D only, so TwoEyedPete's example really helped. Thanks everyone!

You need to use the multisample buffer for real antialiasing:
http://blitzmax.com/Community/posts.php?topic=64265

I wonder if you should also look at glHint() to give the system the hint that you want the nicest smoothing available