Osx fsaa solved (?)

hi,

i just checked out the cvs version of libsdl to see if anything changed
in regard to fsaa on mac osx. it didn’t, i still could not run the
testgl example with fsaa turned on, it always exited with “could not
create gl context”.

after some tinkering, i added the following lines to QuartzGL.m at line
89:

 if ( this->gl_config.multisamplebuffers != 0 ) {
     attr[i++] = NSOpenGLPFASampleBuffers;
     attr[i++] = this->gl_config.multisamplebuffers;
     attr[i++] = NSOpenGLPFANoRecovery;                   // added 

this one
attr[i++] = (NSOpenGLPixelFormatAttribute)nil; // added
this one
}

i rebuilt the sdl frameworks and my app and yes: it worked!

i am no gl driver guru, but it maybe makes some sense to prevent
fallback on the software renderer when doing anti aliasing.

i tested it on an ati mobility (powerbook alu 15") / osx 10.3.3. btw.

andi

hi andi,On Mar 24, 2004, at 3:14 AM, andi pieper wrote:

after some tinkering, i added the following lines to QuartzGL.m at
line 89:

if ( this->gl_config.multisamplebuffers != 0 ) {
    attr[i++] = NSOpenGLPFASampleBuffers;
    attr[i++] = this->gl_config.multisamplebuffers;
    attr[i++] = NSOpenGLPFANoRecovery;                   // added 

this one
attr[i++] = (NSOpenGLPixelFormatAttribute)nil; // added
this one
}

i am no gl driver guru, but it maybe makes some sense to prevent
fallback on the software renderer when doing anti aliasing.

i tested it on an ati mobility (powerbook alu 15") / osx 10.3.3. btw.

…I’ve now tested it on the new powerbook (128MB mobility 9700) with
10.3.3, and with the additions you mention, I can get at most 2
multisample buffers, regardless of what I request (ie. 4 or 8)…otoh,
without the additions, I don’t get any buffers :wink:

…so, seems like this is a step in the right direction, but more
tinkering is necessary…

l8r,
jamie