Reputation: 15099
So I'm currently rendering my terrain using vertices and color data only (no indices, no textures), and maybe when I add textures in later the problem will fix itself. Both at a distance and close up, I seem to be getting jagged edges where the edge of the terrain meets the background.
It seems like this problem could be fixed by using antialiasing/multisampling, but I was under the impression that by setting up a WebGL context with default parameters, it will use antialiasing by default so this shouldn't be a problem.
Here's what the problem looks like:
Here's my context init code:
gl = WebGLUtils.setupWebGL(canvas);
if (!gl) {
return;
}
gl.viewportWidth = canvas.width;
gl.viewportHeight = canvas.height;
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.enable(gl.DEPTH_TEST);
By passing no additional options to setupWebGL, I'm assuming it'll use the default of using antialiasing...
Here's the applicable init code:
this.buffers['Position'] = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, this.buffers[attrib]);
gl.bufferData(gl.ARRAY_BUFFER, this.getData(attrib), gl.STATIC_DRAW);
this.buffers['Color'] = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, this.buffers[attrib]);
gl.bufferData(gl.ARRAY_BUFFER, this.getData(attrib), gl.STATIC_DRAW);
Here's the applicable draw code:
gl.bindBuffer(gl.ARRAY_BUFFER, this.buffers['Position']);
gl.vertexAttribPointer(
this.shader.getAttribute('Position'),
this.getItemSize('Position'),
gl.FLOAT,
false,
0,
0
);
gl.bindBuffer(gl.ARRAY_BUFFER, this.buffers['Color']);
gl.vertexAttribPointer(
this.shader.getAttribute('Color'),
this.getItemSize('Color'),
gl.FLOAT,
false,
0,
0
);
gl.drawArrays(gl.TRIANGLES, 0, this.getNumItems());
Upvotes: 3
Views: 2368
Reputation: 15099
Anti-aliasing seems to be force-disabled in WebGL on the hardware I was using (MacBook Air, Intel HD 4000).
Upvotes: 1