Please let me know if the solution I proposed below would meet your needs.

On 3/23/10 2:29 AM, DRC wrote:
> 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

Reply via email to