What's the best way to "fallback" when a GPU doesn't have multi sample 
antialiasing available?

Right now, I'm setting up the NSOpenGLPixelFormatAttribute so that it uses 
multisample. This works fine on my machine w/ nVidia 9400/9600, and I'm 
guessing any other GPU that supports MSAA.

So in the code, I setup the pixel format that calls MSAA, and if gl context 
can't be set, then I provide it a pixel format that works on cards that don't 
have multisampling available. I've tried a few variations on the pixel format 
to use when there isn't MSAA available, but I can tell that's not the problem. 
If I run just the "no MSAA" pixel format from start, everything is ok on the 
older machines. 

I started out with the idea of doing that from the QCAdvancedPlayer / old 
discussion and vimeo video about enabling multisampling in an app from Vade and 
TobySpark. When I run that code on my old white macbook (intel X3100 series 
GPU, I think it was called), it also fails, so it's not some rogue problem 
elsewhere in my code.

Is there a reliable way to do a check for MSAA or give some conditional logic 
that won't wind up with an app crashing? I'm almost not too worried about it, 
because there are so few machines that don't support MSAA nowdays... and I can 
keep around an alternate build for older machines. I'd rather handle the pixel 
format switch in the app itself if possible.

I don't want to cross-post this, but if it's a more appropriate for another 
list (cocoa, openGL, quartz?), let me know.

-gt
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