Hi Sanghee,

I think we'll have to come up with a better way to differentiate between
Low,
Med, High in the future although...  I do recognize that the
GL_IMG_multisampled_render_to_texture isn't necessarily the best written GL
extension.  You can't exactly tell at what sample the driver is rendering.

Anyway, the patch looks fine and I've tested it on an EGL target to verify
that it
works.

In svn! Thanks for the patch.

cheers,
Sung


On Mon, May 14, 2012 at 2:22 PM, sanghee park <[email protected]> wrote:

> Dear all,
>
> I compose this mail to ask reviewal this patch about multisampling on the
> evasgl.
> I want to make multisampling capacity to enhance rendering quality of the
> evasgl.
> But if MSAA is applied always, this have possibility lowering rendering
> performance,
> I separated user's input level to high, mid, low, none.
> If you want to test this patch, try to examine rendering qulity on EGL
> circumstance with multisampling level.
> Plaese review it, and any suggestion will be appreciated.
>
> Best Regards,
> SangHee
>
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