I was wondering if it is possible/legal to use MSAA within a CVOpenGLBufferPool rendering. Ive enabled MSAA in my pixelFormat passed to both my main context, and the CVOpenGLBufferPools context (since, apparently the two cannot be the same, however, they *are* shared). I enable MSAA in the portions of code which use the CVOpenGLBuffer, but, I dont *think* im seeing proper output. Ive tested my rendering using no MSAA, 2x, 4x and 6x sampling, and have not seen any obvious differences. This would lead me to think its not working ;)
Im rendering a Quartz Composer composition using a QCRenderer, within the following code. Is antialiasing this possible? If not, what are my options for antialiasing a QCRenderer at all? My only requirement is passing out some sort of image to be further processed, like a CVOpenGLBufferRef, texture, CIImage, etc. My old path uses a built in Render to Image macro, but that is very slow. Using CVOpenGLBuffers give me almost 2x the framerate. Most of this code is borrowed from QC Performer developer example. Forgive me if you got this email on the GL list, I received no reply there. Thank you.