Hi,
Is it possible to do multisampling (ARB_MULTISAMPLE) on pbuffer with Render to Texture active?
Second: is it possible to do that on pbuffer that has RTT and is float (GL_RGBA_FLOAT16_ATI)?
If yes so how to do it?
I’m trying to do it but anytime I put to pfAttribList WGL_TYPE_RGBA_FLOAT_ATI or WGL_TEXTURE_TARGET_ARB and there already is WGL_SAMPLE_BUFFERS_ARB I get
wglChoosePixelFormatARB(hdc, &pfAttribList[0], NULL, 1, &format, &nformats);
returns 0 formats.
Any ideas?
It must be possible cause let say Half Life 2 does it (float pbuffer and multisampling) and I don’t think that they copy full screen (in OGL it would be glCopyTexSubImage2D).