Thank you for your answer Carsten,

unfortunately (for us) we would use TextureBuffers.
We will investigate this more deeper and if we will choose to use
Multisampling with FBO I'm sure we will contribute any modification
brought to OpenSG.

Regarding the performances I found this:
http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&Number=233432&fpart=1
and this:
http://www.mail-archive.com/[email protected]/msg10723.html

Thank you again,

Josef

On Wed, Jan 26, 2011 at 5:08 PM, Carsten Neumann
<[email protected]> wrote:
>        Hello Josef,
>
> On 01/26/2011 01:52 AM, Josef Grunig wrote:
>> I was curious about how to enable Multi Sampling in OpenSG2 with FBO?
>> I tryied the RenderOptions class or enabling it manually by calling
>> glEnable(GL_MULTISAMPLE); with no success.
>> Context is correctly initialized...
>
> for an FBO to use multisampling the attached buffers would need to be
> created with glRenderBufferStorageMultisample() and
> glTexImage?DMultisample() respectively.
> There is currently no support built into OSG::RenderBuffer and
> OSG::TextureBuffer for these though, sorry. At least for
> OSG::RenderBuffer it should not be very difficult to add this, for
> OSG::TextureBuffer it would be a bit more tricky, mostly because you
> would have to touch OSG::TextureObjChunk which already deals with a lot
> of cases.
>
>> Is that possible? Googleing I found some post about performance issues
>> regarding MSAA and FBO...
>
> hmm, don't know about this, I've not really used MSAA on an FBO.
>
>        Cheers,
>                Carsten
>
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-- 
Josef

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