Trying to bring the OpenGL systems in line with the Direct3D systems and do the MSAA on the default framebuffer instead of through an auxiliary one. This would obviously allow people whose drivers support MSAA but not FBOs to have MSAA. This is almost a failed experiment for several reasons. Right now, I have made it work flawlessly on OpenGL1, but there are caveats. Windows apparently only allows a window to have a single pixel format, so to change the MSAA I have to destroy and recreate the Window with an MSAA pixel format. OpenGL3 does not appear to like this and will draw nothing after the display reset which I think is because the shader objects are not being shared between the old and new context.
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@@ Coverage Diff @@ ## master #1581 +/- ## ======================================= Coverage 17.62% 17.62% ======================================= Files 166 166 Lines 17143 17143 ======================================= Hits 3022 3022 Misses 14121 14121