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View Full Version : Multisampling fail



dukey
12-15-2010, 04:07 AM
I need the best possible image quality in my app. Speed is not such an issue. So, multisampling seems like a good bet. Only no intel cards support multipling ? Seriously ..

Next on my nvidia 9800, for some reason I can't disable multisampling. When I disable it, it seems to reduce it to (i'm guessing 4x).

Screenshots:
http://i126.photobucket.com/albums/p95/dukeeeey/gfx%20stuff/lion16xx.png
http://i126.photobucket.com/albums/p95/dukeeeey/gfx%20stuff/lion16x.png

http://i126.photobucket.com/albums/p95/dukeeeey/gfx%20stuff/lion16xx.png
http://i126.photobucket.com/albums/p95/dukeeeey/gfx%20stuff/lion16x.png

Now I really need multisampling disabled because I wrote object picking code that reads the colour off the back buff to determine which object has been selected. I think multisampling will destroy this.

ZbuffeR
12-15-2010, 05:18 AM
Looks similar to this :
http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&Number=278722

EDIT : And this discussion seem to provide fixes towards the end :
http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&Number=253897

skynet
12-15-2010, 06:35 AM
My Tip: For picking, just use a 1x1 pixel sized offscreen non-multisampled FBO.

dukey
12-15-2010, 07:36 AM
I tried 8x anti aliasing. With that when you disable multisampling it is actually disabled it seems.