I am trying to get antialiasing with GL_MULTISAMPLE_ARB to work. I am not using C/C++. I am trying to get the simplest case working before I go back and refine it. I already know my card supports 2x and 4x antialiasing, so I am not going to check. I just want to make sure I have all the steps right.
Create a rendering context, so that you can get the wglChoosePixelFormat() address.
Use wglChoosePixelFormatARB() to choose a pixel format with WGL_SAMPLE_BUFFERS_ARB=GL_TRUE and WGL_SAMPLES_ARB=2.
Make the hrc current and call glEnable GL_MULTISAMPLE_ARB
At that point, your rendering should be antialiased.
Did I leave anything crucial out? Because while wglChoosePixelFormatARB() is returning 1, I then set the pixel format, but SetPixelFormat() fails on the first multisample pixel format. Do I need to describe the pixel format or something?
You could try calling glEnable for multisampling
Your comment is not at all clear.
I did discover that my ****ty GEForce MX 440 doesn’t even support WGL_ARB_multisample. This is odd, because I have controls in my graphics card settings dialog for antialiasing. Maybe it only supports DirectX antialiasing.
Probably just a case of not being exposed as a programmable feature.
I can’t make it any clearer than telling you you need to call glEnable for multisampling short of going and finding the exact token you use (and that’s in the presentation I linked to). You not having hardware support for an extension doesn’t alter what you need to do if you do have a card that supports the feature you asked about using.
Make the hrc current and call glEnable GL_MULTISAMPLE_ARB
Your response:
You could try calling glEnable for multisampling :-).
I would assume you mean to say call glEnable GL_MULTISAMPLE_ARB, but I explicitly said that in step 3, so I am not sure what you mean.