Is there a way I can change the FSAA number of sample buffers without having to destroy and recreate the rendering window, something similar to What Direct3D has?
No body knows? I already Googled it but what I'm looking for is any trick (and not a hack).
Originally Posted by DragonMesh
You guys and your opengl are lacking...
Render to a FBO with multisampled textures.
Then when you change the sample rate just destroy and recreate the textures with higher samples
glTexImage2DMultisample( GL_TEXTURE_2D_MULTISAMPLE,6, GL_RGB, GWidth, GHeight, False )
glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE,MSAAColor, 0)