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
