Non-FBO MSAA for OpenGL

Reporter: RobertBColton  |  Status: open  |  Last Modified: March 10, 2019, 12:11:20 AM

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.
codecov[bot]  
>Codecov Report

Merging #1581 into master will not change coverage.
The diff coverage is n/a.

Impacted file tree graph

@@           Coverage Diff           @@
##           master    #1581   +/-   ##
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  Coverage   17.62%   17.62%           
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  Files         166      166           
  Lines       17143    17143           
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  Hits         3022     3022           
  Misses      14121    14121

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