>> 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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