GL_ARB_multisample with PBuffers?
"Robin Charlton" <[email protected]>
| Newsgroups | gmane.games.devel.opengl |
|---|---|
| Organization | Fat City Network Services, San Diego, California |
| Message-ID | <[email protected]> |
GL_ARB_multisample works fine when rendering into a window device context but I cannot get it to work with an off-screen PBuffer target. The pixel format of the PBuffer has the following attributes: Pixel format 8: WGL_DRAW_TO_WINDOW_ARB = GL_TRUE WGL_ACCELERATION_ARB = WGL_FULL_ACCELERATION_ARB WGL_SUPPORT_GDI_ARB = GL_FALSE WGL_SUPPORT_OPENGL_ARB = GL_TRUE WGL_DOUBLE_BUFFER_ARB = GL_FALSE WGL_PIXEL_TYPE_ARB = WGL_TYPE_RGBA_ARB WGL_COLOR_BITS_ARB = 32 WGL_RED_BITS_ARB = 8 WGL_GREEN_BITS_ARB = 8 WGL_BLUE_BITS_ARB = 8 WGL_ALPHA_BITS_ARB = 8 WGL_DEPTH_BITS_ARB = 24 WGL_STENCIL_BITS_ARB = 8 WGL_DRAW_TO_PBUFFER_ARB = GL_TRUE WGL_MAX_PBUFFER_PIXELS_ARB = 4194304 WGL_MAX_PBUFFER_WIDTH_ARB = 2048 WGL_MAX_PBUFFER_HEIGHT_ARB = 2048 WGL_SAMPLE_BUFFERS_ARB = GL_TRUE WGL_SAMPLES_ARB = 4 And I enable multisampling with a call to glEnable(GL_MULTISAMPLE_ARB); Note that I'm using a Radeon 9700 (RADEON 9700 PRO x86/MMX/3DNow!/SSE 1.5.4830 WinXP Release) and pbuffer rendering works perfectly in all other regards. Should this work? And if so what might I be doing wrong? - Robin Charlton