When you init your MSAA enabled NSOpenGLContext, check if it fails. If it 
fails, it the GPU doesn't supports MSAA, fallback to a "normal" context, and 
avoid MSAA related GL calls.
 

On Apr 19, 2012, at 11:18 PM, George Toledo wrote:

> 
> 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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