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multisampling issues with OSX Lion

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multisampling issues with OSX Lion

ac
124 posts
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)
 
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Re: multisampling issues with OSX Lion

ac
124 posts
An additional detail that might be relevant. The laptop has two gpus, one is the Radeon, the other is an Intel HD Graphics 3000. I checked the renderer and vendor strings, and jogl is using the radeon.
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Re: multisampling issues with OSX Lion

ac
124 posts
Another bit of information about this issue: if I query the maximum number of samples using:

glGetIntegerv(GL_MAX_SAMPLES...);

I get 4 for this particular machine.