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 _______________________________________________ Do not post admin requests to the list. They will be ignored. Quartzcomposer-dev mailing list (Quartzcomposer-dev@lists.apple.com) Help/Unsubscribe/Update your Subscription: https://lists.apple.com/mailman/options/quartzcomposer-dev/archive%40mail-archive.com This email sent to arch...@mail-archive.com