Confirmed that this is indeed an issue. More generally, it doesn't seem that the __GL_FSAA_MODE environment variable affects Pbuffers, which is why it doesn't affect VirtualGL.
What I could do fairly easily would be to add an environment variable to VirtualGL (VGL_SAMPLES, for instance) that would cause VirtualGL to create a Pbuffer with the requested amount of multisampling. On the newer NVidia boards, setting __GL_FSAA_MODE is the equivalent of enabling multisampling, so I think this would produce the same visual result. On 3/22/10 1:22 PM, Kenny Gruchalla wrote: > Is there a way to set/override the anti-aliasing settings when using > VirtualGL? > > On the console, I can set these using an environment variable > (__GL_FSAA_MODE) or using the nvidia-settings tool. Neither seem to > work in VirtualGL. > > Thanks, > > -Kenny > > ------------------------------------------------------------------------------ > Download Intel® Parallel Studio Eval > Try the new software tools for yourself. Speed compiling, find bugs > proactively, and fine-tune applications for parallel performance. > See why Intel Parallel Studio got high marks during beta. > http://p.sf.net/sfu/intel-sw-dev > _______________________________________________ > VirtualGL-Users mailing list > [email protected] > https://lists.sourceforge.net/lists/listinfo/virtualgl-users ------------------------------------------------------------------------------ Download Intel® Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev _______________________________________________ VirtualGL-Users mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/virtualgl-users
