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From: James W. <ja...@fr...> - 2009-08-25 19:13:29
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Sean McBride wrote: > I'm down to only 1 file different between svn and my local copy of Quesa: > > Development/Source/Renderers/Interactive/IRUpdate.c > > There is a comment: > > // Special-case FSAA support for ATI hardware on the Mac > // > // Should be extended to other cards/platforms as per bug 69, and > // use the ARB_multisample extension if present. > // > // http://cvs.designcommunity.com/bugzilla/show_bug.cgi?id=69 > #if QUESA_OS_MACINTOSH && ! QUESA_OS_COCOA > > > In my case, I get into this 'if'. Within the 'if', the code uses some > AGL APIs. However, that's the only place AGL is used (in my case) and > I'd rather not add a whole new framework to my app. > > Up till now I've just changed that to #if 0, but I wonder if there is a > better way. The bug it refers to seems old. Is the code even need > these days? No, it's not needed. The current way to do FSAA requires both a kQ3AntiAliasModeMaskFullScreen style, and using kQ3DrawContextPropertyGLPixelFormat to provide a pixel format that supports multisampling. The Cocoa example program illustrates this. I guess we don't have a Carbon sample that does it, but it's pretty much the same. -- James W. Walker, Innoventive Software LLC <http://www.frameforge3d.com/> |