I’m having some trouble getting anti-aliasing to work correctly on native (non-AIR)
Mac and Windows targets for a Stage3D project. Because the AIR target renders fine, I assume it’s cpp-related.
Textures themselves seem to antialias okay, but when I draw shapes—with either solid color or texture fills—the outlines are ragged (left). For the AIR target (right), antialiasing works as expected.
Setting the antialias parameter by calling:
…or by adding the following to my project.xml:
<window... antialiasing="4" if="cpp" />
…has no discernible effect.
In case it’s helpful, my simple fill shader (which draws directly to the Context3D’s backbuffer) looks like this:
// vertex "m44 op, va0, vc0", "mov v0, va1" // fragment "mov oc, v0"
…although the problem also affects shapes drawn with a texture-fill shader.
I’m using OpenFl 8.8.0 (can’t use the latest because it needs to be compatible with Switch development).
Anybody know what’s going on here?