>> Or you can see if CGLCreateContext gives you a NULL context (meaning it >> failed). Check for non-zero error codes returned from CGLChoosePixelFormat >> and CGLCreateContext. > > > Sure, that's what I'm trying now. I setup my MSAA pixel format init with > those attributes, and then check with a "if( _glContext == nil)". > > Except that doesn't work, and at least one sample project that I see that has > done this, also doesn't (QCAdvancedPlayer), on an Intel X3100 gpu, that's > running SL. Maybe it works on some other machines/gpu's, but on that one, > it's a big fail. > > Come to think of it, I think that project always failed on that machine, even > when I was running Leopard. If one creates an app with the QuartzBuilder > product, for instance, and enables MSAA, running it will fail on the machine > I'm speaking about.
That's weird. I wrote early versions of QuartzBuilder on a GMA950 machine, so the MSAA fallback path had to work for at least that machine. I might have done it incorrectly though. I was using CGLContexts directly, not NSOpenGLContexts, maybe that's relevant? > Generally, is Apple currently making any units that don't support MSAA? I > know there's that GPU capabilities chart But you opted to not check it? ;) According to https://developer.apple.com/graphicsimaging/opengl/capabilities/, ARB_multisample is present on everything but GMA950 and X3100. All shipping Intel GPUs are HD Graphics 3000s now, and those do support ARB_multisample. -- Christopher Wright [email protected]
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