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multisampling vs offscreen context

Started by Peti29 Aug 27, 2008 at 10:17 AM 3 replies 1.2k views
Original Post
Peti29
Peti29
Hi! Is it possible to get an offscreen rendering context (WGL_DRAW_TO_BITMAP_ARB) with multisampling (WGL_SAMPLE_BUFFERS_ARB) enabled? Because I don't seem to succeed no matter how I try to tweak the attributes (WGL_ACCELERATION_ARB, WGL_DEPTH_BITS_ARB, WGL_DOUBLE_BUFFER_ARB, WGL_SWAP_METHOD_ARB)... Thx
Peti29
Peti29
Pls! Can anyone help me with this? Is it flat out impossible to draw in multisampled way to an offscreen OpenGL rendering context (i.e. stated in some specs somewhere which I didn't find)? Or is it theoretically possible but the current implementations tend to not support it? Or is it commonly used just I'm doing sg wrong?

Thx, in advance
sprite_hound
sprite_hound
Quote:
Original post by Peti29
Pls! Can anyone help me with this? Is it flat out impossible to draw in multisampled way to an offscreen OpenGL rendering context (i.e. stated in some specs somewhere which I didn't find)? Or is it theoretically possible but the current implementations tend to not support it? Or is it commonly used just I'm doing sg wrong?

Thx, in advance


Perhaps I'm not understanding exactly what it is you're after, but: EXT_framebuffer_multisample?
Peti29
Peti29
No, just plain offscreen context (i.e. PFD_DRAW_TO_BITMAP). But indeed, I'm begining to think that FBO is the only way to go...
V-man
V-man
PFD_DRAW_TO_BITMAP gives the standard Windows software renderer, which supports GL 1.1. Yes, use FBOs, which is the current standard.

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