I have a problem with this in two different computers. I have two computers that are powerful enough to use antialiasing in the display (while editing with Open GL) with Blender but it only works with Blender 2.49b in one of them and not with any Blender 2.5x (including the latest 2.56 beta).
I have an i7 2.66 Ghz PC that has two Evga 260GTX cards in SLI and another PC With an Athlon II X4 2.80 Ghz that uses a HIS (Ati based) 4670 graphic card and in both I can force the antialiasing on and with very good performance but…
I can force the antialiasing and have no problems (so far) with Blender 2.49b in the Athlon II based PC with the ATI chip card, in the i7 based PC with Nvidia chip cards I get a few errors of the display going black when I scroll the cursor above some buttons and then going back to normal when I move the cursor over the 3D view area. Also when I do this with any of the newer Blenders (2.5x) the selection goes out of whack, I mean that if I get into segment selection mode (in edit mode of course) for example and I try to select a segment it selects the wrong one, it just selects another segment from the object randomly.
The same thing happens with vertex select mode or face select mode, it just selects the wrong one randomly, I click in one segment and somewhere (anywhere) in the object another segment gets selected. Is this a Blender 2.5x bug? Cause it looks like that to me but that could depend on the point view.
I mean these are two completely different PCs with different operating systems. The i7 PC has Vista 64 Bit Ultimate and the Athlon II PC has Win XP Pro 32 Bit and both of them show this behavior with Blender 2.5x.
This is a pity cause like I said both are powerful enough. I loaded a scene with around 325,000 faces and neither PC shows the slightest hint of slowing down yet. The displays stay completely smooth and fast updating and I’m setting the antialiasing to 16Q in the i7 and to 8x in the Athlon II PC, again this is a pity cause I have learned how to use 2.5x already and it’s stable enough for me (I just save a little bit more often just in case) but I’m working with it just fine.
Does anybody knows anything about this? If this is going to get corrected or there is any plan to fix this? I mean do you think that the developers have in mind that some people are starting to use antialiasing while editing, if this is supposed to work normally or is this a stretch of sorts?
I mean, I think we are in a time were 3D application users (including 3D modeling, 3D CAD and other 3D applications) are starting to edit like this which I think is somewhat analogous to the time when antialiasing was started to be used in 2D illustration programs which is the defacto standard today.
Today, editing with antialiasing (not just rendering with it when you save as a bitmap, png, etc.) in programs like Illustrator, CorelDraw, SerifDraw Plus, Inkscape and the like is the standard (and notice that Acrobat Reader has had antialiasing for a long, long time in the fonts which are vector based and in any 2D vector artwork in the documents) and I have noticed that in other 3D modeling, 3D CAD and other 3D programs there is a move toward using antialiasing in the display while editing at the moment.
I think that this will become soon the standard way of editing in 3D. It didn’t happen sooner because in 3D much more performance was needed than what was needed to edit with antialiasing in 2D but computers are starting to have enough performance now to do it in 3D too.
I’m aware that the Blender site recommends people to turn antialiasing off when using Blender precisely because of these issues but I’m also aware that some people are using it like that already from what I read and I’m also aware of this new trend in the industry.
That is why I ask if anybody knows if the Blender developers are aware of this trend and if Blender is supposed to be able to do this too as it is starting to be used in other applications. I would like to know if there is any plan from the Blender developers to embrace this trend and allow antialiasing to be used in the 3D viewports and in the Open GL renders as it is starting to be used in other places in the industry.
It simply would be terrific to have this capability in the new Blender cause it makes pre-visualization while editing so much better and it would also be great if it could be done in Open GL renders for pre-visualizations of animations, it would simply be great.