Has anyone used multisampled canvas successfully under OSX Lion?
I create the GL surface with:
profile = GLProfile.getDefault();
capabilities = new GLCapabilities(profile);
capabilities.setSampleBuffers(true);
capabilities.setNumSamples(2);
canvas = new GLCanvas(capabilities);
canvas.setBounds(0, 0, width, height);
However, by visual inspection it is apparent that multisampling is not working. If I query the number of samples:
int[] temp = { 0 };
gl.glGetIntegerv(GL.GL_SAMPLES, temp, 0);
I get zero. Multisampled canvas work fine in Snow Leopard.
Here you have the entire code of my test apps:
http://pastebin.com/fYezrMA1 (AWT)
http://pastebin.com/3HSFKt95 (NEWT)
I'm running MacOSX 10.7.3 on a MacBook Pro with a AMD Radeon HD 6490M, drivers up to date. Latest jogl autobuilds (03-18-2012)