I am trying to draw some contours that I have stored as vertex arrays:
typedef struct
{
float* vertices;
int nrPoints;
}VertexCurve;
list
Multisampling can be enabled or disabled using the token GL_MULTISAMPLE, and by default it is enabled.
In order to find out whether multisampling is supported by the currently active EGL surface, query the value of GL_SAMPLE_ BUFFERS: here 1 means supported, 0 indicates not supported. GL_SAMPLES then tells how many samples per pixel are stored.
So all I had to do was add those 2 attributes in the context attribute list :
EGLint attribList[] =
{
EGL_RED_SIZE, 8,
EGL_GREEN_SIZE, 8,
EGL_BLUE_SIZE, 8,
EGL_ALPHA_SIZE, (flags & ES_WINDOW_ALPHA) ? 8 : EGL_DONT_CARE,
EGL_DEPTH_SIZE, (flags & ES_WINDOW_DEPTH) ? 8 : EGL_DONT_CARE,
EGL_STENCIL_SIZE, (flags & ES_WINDOW_STENCIL) ? 8 : EGL_DONT_CARE,
EGL_SAMPLE_BUFFERS, (flags & ES_WINDOW_MULTISAMPLE) ? 1 : 0,
EGL_SAMPLES, 4,
EGL_NONE
};
I set EGL_SAMPLE_BUFFERS to 1 to have a multisample buffer and EGL_SAMPLES to 4 , in so having 4 samples per pixel (FSAA x4).
To be able to do multisampling, you need a multisample framebuffer. On most OpenGL-ES implementations this is done by creating a multisampled Frame Buffer Object, render to that, then copy its contents to the screen framebuffer.