OpenGL 3D Game Tutorial 41: Antialiasing and Anisotropic Filtering

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LWJGL tutorial series on how to create a 3D Java game with OpenGL!

Improving the visual quality of the game with antialiasing and anisotropic texture filtering.

For the antialiasing part use:
new PixelFormat().withSamples(8).withDepthBits(24)
Leaving out the depth bits parts seems to cause problems on some systems

Support the series on Patreon: https://www.patreon.com/thinmatrix


Upcoming tutorials:

- 3D Colour picking
- Pixel Buffer Objects
- Post processing
- Geometry shader


Future Tutorial Series:

- Multiplayer
- Advanced Game Dev Concepts
- OpenGL Optimizing Techniques


Previous tutorial topics:

- Display
- VAOs and VBOs - Rendering a quad
- Rendering using glDrawElements
- Shader introduction
- Coloring using shaders
- Texturing
- Matrices, moving and rotating
- Loading 3D OBJ models
- Lighting I
- Lighting II
- Optimizations
- Transparency
- Fog
- Multitexturing
- Player Movement
- 3rd Person Camera
- Mipmapping
- Terrain Generation
- Terrain Collision Detection
- Texture Atlases
- GUIs/HUDs
- Multiple Light sources
- Point light attenuation
- Skybox
- Day/Night
- 3D Mouse Picking
- Water
- Cel Shading
- Normal Mapping
- Rendering Text
- Signed Distance Field Fonts
- Particle Effects
- Random Terrain Generation
- Shadow Mapping
- PCF
- Antialiasing
- Anisotropic filtering

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Facebook Page: https://www.facebook.com/thinmatrix
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Twitter: https://twitter.com/ThinMatrix
Check out my game on IndieDB: http://www.indiedb.com/games/socuwan

Contact me: thinmatrix@gmail.com

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