Hi,
I have a multisample OpenGL viewport (when creating the viewport I ask for a pixel format with multisample to wglChoosePixelFormatARB) and my geometry is displayed antialised.
Now, I read the backbuffer inside a texture that I later use use for a quick repaint of my scene in some situations.
The texture is createad with NEAREST min and mag filters and has the same size of the viewport, so no magnification and minification is involved.
On ATI cards the texture is exactly equal to the scene on screen (so when I use it for the repaint I don't notice any change on screen), but on NVidia cards they are not the same: the lines colors become a bit more intense in the texture.
What could be the problem and how could I fix it?
If I use a pixel format without multsampling there's no difference from the image on screen in both ATI and NVidia.




