ok, so what with that antialiased pbuffer on ATI?

hello

I know that were posts a year and two years ago about the same topic. I want to know if sth has changed since then.

Let’s see:

  • I can create a pbuffer with WGL_SAMPLE_BUFFERS_ARB
  • I can even create buffer that supports render to texture and WGL_SAMPLE_BUFFERS_ARB

I know that using WGL_SAMPLE_BUFFERS_ARB involves using WGL_DOUBLE_BUFFER_ARB. So I’m drawing to back buffer and then use

wglBindTexImageARB(offscreenBuffer,WGL_BACK_LEFT_ARB);

and nothing :frowning: . I’ve got only aliased image.
So please tell me if:

  • I’m doing sth wrong.
  • It can be fixed in future driver release.
  • It can’t be done on current Radeons - I must wait for future ATI hardware.

Please help because right now I can design the right path for my engine and eventually prepare for the future.

Thank You very much :slight_smile: