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change antialiasing at runtime


jacquesr
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Hi guys,

I'd like to change the state of antialiasing at runtime.

I can not get this to work. I dispose everything and build a completely new scene (and a new engine instance!) with the changed antialiasing setting. Afterwards, antialiasing stays on if it was on and off if it was off before.

Is it somehow possible to do that? Should it work?

Also, it would be really awesome to be able to change antialiasing while a scene is running. I could make use of that because the scene I am developing could benefit from higher fidelity as long as there is no user interaction vs. better performance when there is any.

 

Regards

Jacques

P.S.: @Deltakosh: Apart from my name, I'm not french :-)

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Hi Deltakosh,

 

thanks for the remark. I once read that we should not call engine.dispose(). But that was in a different context. However, can you take my example and show me how I can cleanly dispose the engine? If I just add engine.dispose, I get exceptions when trying to rebuild the scene. It doesn't matter if I first delete the scene and then the engine or the other way around. Do I also have to create a completely new canvas?

 

http://babylonjs-playground.com/#26IVDP#2

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  • 6 months later...

Hi,

is there by now a way to change the antialiasing without disposing the whole scene? 

 

Edit: Why it is useful

If your app follows some logic (game, simulation, etc) and if this logic is additionally binded to another machine, but still local - you can't simply dispose all of your (dynamically) imported meshes without to restart the whole game/simulation/etc. I think there are much more applications where you want to disable antialiasing to get some extra fps without restarting everything.

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