It has been checked into CVS head and is available in the current
pre-release build:

http://www.virtualgl.org/DeveloperInfo/PreReleases

Use the VGL_SAMPLES (or vglrun -ms) option to control it.  See

http://www.virtualgl.org/vgldoc/2_2evolving/#hd0018

for more details.

On 3/25/10 5:55 PM, Kenny Gruchalla wrote:
> Yes. I think that sounds like a fine solution.
> 
> Thanks!
> 
> -Kenny
> 
> On Mar 25, 2010, at 2:18 PM, DRC wrote:
> 
>> 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
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>>
>> ------------------------------------------------------------------------------
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>> Try the new software tools for yourself. Speed compiling, find bugs
>> proactively, and fine-tune applications for parallel performance.
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>> _______________________________________________
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> 
> 
> ------------------------------------------------------------------------------
> 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

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http://p.sf.net/sfu/intel-sw-dev
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