Hello,
(Sorry for my bad english)
I'm having trouble with the multi-sampling, I know that this function il enabled by default, but when I try this:
It return "Without multisampling" . . .
I draw on a bitmap, and then draw that bitmap on the screen like I saw on a tutorial:
So I don't know where is the problem . . .
Thanks for your help
PS: My graphic crad is a 520M
1) I think you have to be drawing onto the display for multisampling to work (but I could be wrong!)
2) According to your code you're setting those display options (SAMPLE_BUFFERS, SAMPLES) after you already have a display. You have to set the before you create a display.
According to your code you're setting those display options (SAMPLE_BUFFERS, SAMPLES) after you already have a display. You have to set the before you create a display.
2
Thank you it was just that, I thought it was activated by default.
Just a last question, I didn't understound the utility of drawing on a bitmap for then draw this bitmap on the screen . . . it use twice more time no ?
Currently I draw directly on the screen, and it work perfectly.
Multisampling only works when drawing directly to the display.
(We could add multisampling for offscreen targets if someone needs it and wants to implement it, for example by using this extension: http://www.khronos.org/registry/gles/extensions/EXT/EXT_multisampled_render_to_texture.txt
Either just enabling it for all video bitmaps if the display has multi-sampling or adding a new bitmap flag would work API-wise I think.)
Enable it with a display bitmap flag out of those two options. Otherwise there's no way to get a non-multisampled bitmap if you have a multi-sampled display. I'm sure there's a use case.