Hey again. 
When drawing primitives to a bitmap other than the backbuffer, the multisampling fails. In this example, I've drawn a line to the backbuffer (on the left), and also drawn it to an offscreen bitmap (right)
Produces:
{"name":"601549","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/d\/4\/d489f234eb978a284c3b80a3ca50963f.png","w":442,"h":217,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/d\/4\/d489f234eb978a284c3b80a3ca50963f"}
I tried adding the al_set_new_bitmap_flags(ALLEGRO_VIDEO_BITMAP) before creating the bitmap to be sure, but it didn't change anything. My idea for a workaround is to prerender onto the backbuffer and draw from there to intended prerender location. This doesn't seem ideal but it could work.
[edit] oops, topic should be "[a5] multisampling primitives for offscreen bitmaps?"
[edit] I've tried drawing with the backbuffer to another surface but it won't permit it. The console outputs 'fail'.
Yes, multi-sampling is only supported on the display backbuffer so far (with OpenGL at least).
I wouldn't know how to enable multi-sampling for an FBO. If there's some simple OpenGL setting for it we should enable it.
Otherwise, need a patch to implement it.
Do you know if it works with DirectX?
EXT_framebuffer_multisample looks like it.
No method is provided for creating multisample texture images.
Since we only support drawing into bitmaps (textures) and have no actual "off-screen" buffers, does this mean we cannot use it?
Do you know if it works with DirectX?
No. It does not work with DirectX.