Hello,
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?
Thanks.
Hello,
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?
Thanks.
[QUOTE=DragonMesh;1256104]Hello,
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?
Thanks.[/QUOTE]
No body knows? I already Googled it but what I’m looking for is any trick (and not a hack).
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
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, MSAAColor)
glTexImage2DMultisample( GL_TEXTURE_2D_MULTISAMPLE,6, GL_RGB, GWidth, GHeight, False )
glBindFramebuffer(GL_FRAMEBUFFER, FBOMSAA)
glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE,MSAAColor, 0)