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How to use conservative rasterization in lwjgl 2? #133

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ghost opened this issue Mar 31, 2016 · 2 comments
Open

How to use conservative rasterization in lwjgl 2? #133

ghost opened this issue Mar 31, 2016 · 2 comments

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@ghost
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ghost commented Mar 31, 2016

Hello. How to use Nvidia conservative rasterization in lwjgl 2? This possible only in lwjgl3?! And why? I want to Minecraft make ray traced reflections with voxels support.

@basil-underscore
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if you want to use NV_conservative_raster you can simply add the missing numbers:

looking on https://www.opengl.org/registry/specs/NV/conservative_raster.txt

you can do ..

public final class NV_conservative_raster
{
// Accepted by the parameter of Enable, Disable, IsEnabled
public final static int CONSERVATIVE_RASTERIZATION_NV = 0x9346;

// Accepted by the parameter of GetBooleanv, GetDoublev, GetIntegerv, and GetFloatv
public final static int SUBPIXEL_PRECISION_BIAS_X_BITS_NV = 0x9347;
public final static int SUBPIXEL_PRECISION_BIAS_Y_BITS_NV = 0x9348;
public final static int MAX_SUBPIXEL_PRECISION_BIAS_BITS_NV = 0x9349;
}

and then ..

GL11.glEnable(CONSERVATIVE_RASTERIZATION_NV)

@Spasi
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Spasi commented May 11, 2016

You could also submit a pull request that adds NV_conservative_raster. The LWJGL extension templates are fairly simple, see NV_multisample_coverage as an example.

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