multisampling issues with OSX Lion

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ac
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multisampling issues with OSX Lion

ac
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)
 
ac
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Re: multisampling issues with OSX Lion

ac
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.
ac
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Re: multisampling issues with OSX Lion

ac
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.