Technically, there is no "forcing" - multisampling is available in OpenGL (otherwise there would be no form of AA in the GF3/4!). But the problem as you described it is essentially, well, the problem.AFAIK, under OpenGL NVIDIA (and ATI now) force the OGL Multisample buffer extension to enable MSAA.
Technically, there is no "forcing" - multisampling is available in OpenGL (otherwise there would be no form of AA in the GF3/4!).
Xmas said:You cannot use the ARB_multisample extension to 'force' AA. It's the other way round, you have to 'force' AA in the driver panel to be able to really use the extension (at least for NVidia hardware). I.e. the maximum number of samples you can use with the extension depends on the level of AA you set in the driver.
So it generally should be no problem to force 4xS via the driver panel but let the application behave as if no AA was enabled.
Er, that is not what I'd called "fighting" or even an argument!Ingenu said:Beyond3D (or ex) members fighting
I guess Rev is wrong this time.
Lincoln Bauman said:I would also like to know why Nvidia uses ordered grid for their 4xAA mode.
This is about the worse sampling pattern they could have chosen, is there some hardware limitation that only allows OGMS?
I wish they would release some drivers that support RGMS.
Lincoln
Really? That's strange because my multisample applications only work correctly if AA is enabled in the driver. And I'm doing exactly what NVidia is proposing in their multisampling pixel formats paper...DaveBaumann said:Not if the application has AA options in it - AFAIK a NWN has AA options with selectable leves and it just calls the Multisample buffer. The driver options are there for the titles that don't have AA as an option (most of them).
Yes, that's how it should be, sadly it doesn't work like that.DaveBaumann said:Thats the point of having the driver control panel options - so that games that do not have any FSAA support natively utilise AA, its not just to select the level of for games that do use the multisample buffer.
Xmas said:Yes, but like I said the other way round is difficult. It works in D3D, but in OpenGL ARB_multisample the number of samples available depends on the driver settings, or I'm just doing something terribly wrong.
Yes, it is a parameter in. But if I set the number of samples in the pixel format to 4 and AA is set to 'application controlled' in the driver panel, it will simply behave like there is no multisample buffer at all.DaveBaumann said:Sam, I'm not well versed in the workings of the multisample buffer, but my assumption would be that the number of samples would be a parameter in - others here would likely know more, or the OGL registry would have more info.
See above. In D3D the control panel setting is only an initial value. The app can always control multisampling in D3D.When you use the control panel to select the level of AA it is overriding your application settings.