Texture target of glFramebufferTexture2D is currently GL_TEXTURE_2D. On my
system, this will cause
glGetIntegerv(GL_SAMPLES, &sampleCount);
to return 0 instead of 8.
Using GL_TEXTURE_2D_MULTISAMPLE as the texture target for
glFramebufferTexture2D appears to be the solution.
I'm not 100% sure as the reference pages don't discuss this issue at all, but
at least it works for me.
Original issue reported on code.google.com by elvezz...@gmail.com on 20 Mar 2011 at 9:27
Original issue reported on code.google.com by
elvezz...@gmail.com
on 20 Mar 2011 at 9:27Attachments: