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Yes, that should work. I've just recently discussed about adding a "2D material override" to set things like filtering and which could also be used to change anti-aliasing and stuff.
That didn't work (setting mat.AntiAliasing = 0; in setRenderStates2DMode). I tried testing it before researching what it would take to add a "2D material override".
Both images have the test patch "mat.AntiAliasing=0" compiled in. The top image has SIrrlichtCreationParameters.AntiAlias set to 0, the bottom is set to 8:
Hmm, I'll check and also try to find some way to configure the anti-aliasing. Moving to bugs forum to track it, maybe you want to add a feature request to our official tracker: https://sourceforge.net/tracker2/?atid= ... unc=browse
Well, somehow this thread moved to the wrong forum. So now moving it on to bug forum. But the tracker is closed, so maybe it works now as expected. This would mean that you simply set antiAlias to zero in the 2doverride material
as workaround simply disable antialiasing. render GUI at full resolution, and render the scene to a texture with desired resolution. Then scale that texture to fit the screen and use a screen quad. You will have nice gui at full resolution, and performance of rendering the scene to a smaller resolution.
(are you working too to a gui plugin based ? XD your windows looks very nice )
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well usually antialiasing like your case is done on CPU, while using render to texture should force that do happens on videocard (should, maybe certain drivers already do AA on video card)
Junior Irrlicht Developer.
Real value in social networks is not about "increasing" number of followers, but about getting in touch with Amazing people.
- by Me