Fsaa

Hey All…

I am running Parallels (Win7 x64) on a Mac (w/ AMD Radeon HD 6770M) and am trying to figure out if there is a way to enable FSAA on something I am working on in the Windows side of things.

All the examples I have found online require that I have WGL_ARB_multisample. I don’t see it in my list, but, I do see GL_ARB_multisample. Is it still possible to enable FSAA? If so, could you point me to a way to use GL_ARB_multisample rather than WGL_ARB_multisample? Or does it not work that way?

Thanks for any information or help…

This is what the machine I am on is reporting I have:


GL_EXT_texture3D
GL_ARB_depth_texture
GL_ARB_draw_buffers
GL_ARB_fragment_program
GL_ARB_fragment_program_shadow
GL_ARB_fragment_shader
GL_ARB_framebuffer_object
GL_ARB_half_float_pixel
GL_ARB_half_float_vertex
GL_ARB_imaging
GL_ARB_multisample
GL_ARB_multitexture
GL_ARB_occlusion_query
GL_ARB_pixel_buffer_object
GL_ARB_point_parameters
GL_ARB_point_sprite
GL_ARB_shader_objects
GL_ARB_shader_texture_lod
GL_ARB_shading_language_100
GL_ARB_shadow
GL_ARB_shadow_ambient
GL_ARB_texture_border_clamp
GL_ARB_texture_compression
GL_ARB_texture_compression_rgtc
GL_ARB_texture_cube_map
GL_ARB_texture_env_add
GL_ARB_texture_env_combine
GL_ARB_texture_env_crossbar
GL_ARB_texture_env_dot3
GL_ARB_texture_float
GL_ARB_texture_mirrored_repeat
GL_ARB_texture_non_power_of_two
GL_ARB_texture_rectangle
GL_ARB_texture_rg
GL_ARB_transpose_matrix
GL_ARB_vertex_blend
GL_ARB_vertex_buffer_object
GL_ARB_vertex_program
GL_ARB_vertex_shader
GL_ARB_window_pos
GL_EXT_abgr
GL_EXT_bgra
GL_EXT_bindable_uniform
GL_EXT_blend_color
GL_EXT_blend_equation_separate
GL_EXT_blend_func_separate
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_clip_volume_hint
GL_EXT_compiled_vertex_array
GL_EXT_draw_buffers2
GL_EXT_draw_range_elements
GL_EXT_fog_coord
GL_EXT_framebuffer_blit
GL_EXT_framebuffer_multisample
GL_EXT_framebuffer_object
GL_EXT_framebuffer_sRGB
GL_EXT_geometry_shader4
GL_EXT_gpu_program_parameters
GL_EXT_multi_draw_arrays
GL_EXT_packed_depth_stencil
GL_EXT_packed_float
GL_EXT_provoking_vertex
GL_EXT_rescale_normal
GL_EXT_secondary_color
GL_EXT_separate_specular_color
GL_EXT_shadow_funcs
GL_EXT_stencil_two_side
GL_EXT_stencil_wrap
GL_EXT_texture_array
GL_EXT_texture_compression_dxt1
GL_EXT_texture_compression_s3tc
GL_EXT_texture_env_add
GL_EXT_texture_filter_anisotropic
GL_EXT_texture_integer
GL_EXT_texture_lod_bias
GL_EXT_texture_mirror_clamp
GL_EXT_texture_rectangle
GL_EXT_texture_shared_exponent
GL_EXT_texture_sRGB
GL_EXT_vertex_array_bgra
GL_ATI_separate_stencil
GL_ATI_texture_env_combine3
GL_ATI_texture_float
GL_ATI_texture_mirror_once
GL_NV_blend_square
GL_NV_depth_clamp
GL_NV_fog_distance
GL_NV_light_max_exponent
GL_NV_texgen_reflection
GL_SGI_color_matrix
GL_SGIS_generate_mipmap
GL_SGIS_texture_edge_clamp
GL_SGIS_texture_lod
GL_EXT_texture_env_combine
GL_NV_texture_rectangle
GL_EXT_texture_edge_clamp
GL_ARB_map_buffer_range
WGL_ARB_extensions_string
WGL_EXT_extensions_string
WGL_ARB_pixel_format
WGL_EXT_pixel_format
WGL_EXT_swap_control
WGL_ARB_pbuffer
WGL_EXT_pbuffer
WGL_ARB_make_current_read
WGL_EXT_make_current_read
WGL_ARB_render_texture
WGL_EXT_render_texture