EGL_SAMPLES support?
niko1point0 opened this issue · comments
Hi, I tried to edit some of the OpenGL tutorials to support anti aliasing.
In textured_cube/source/main.c, I tried changing this:
static const EGLint framebufferAttributeList[] =
{
EGL_RENDERABLE_TYPE, EGL_OPENGL_BIT,
EGL_RED_SIZE, 8,
EGL_GREEN_SIZE, 8,
EGL_BLUE_SIZE, 8,
EGL_ALPHA_SIZE, 8,
EGL_DEPTH_SIZE, 24,
EGL_STENCIL_SIZE, 8,
EGL_NONE
};
To this
static const EGLint framebufferAttributeList[] =
{
EGL_RENDERABLE_TYPE, EGL_OPENGL_BIT,
EGL_RED_SIZE, 8,
EGL_GREEN_SIZE, 8,
EGL_BLUE_SIZE, 8,
EGL_ALPHA_SIZE, 8,
EGL_DEPTH_SIZE, 24,
EGL_STENCIL_SIZE, 8,
// MSAA?
EGL_SAMPLE_BUFFERS, 1,
EGL_SAMPLES, 4,
EGL_NONE
};
I tried to compile and run the program, but the NRO simply crashed. Is the EGL_SAMPLES attribute supported?
The Switch's compositor does not support multisampled surfaces. As a replacement, you will have to manually create a separate GL (multisampled) framebuffer object and then blit that to the main framebuffer.
Thank you