We are currently migrating Bugzilla to GitHub issues.
Any changes made to the bug tracker now will be lost, so please do not post new bugs or make changes to them.
When we're done, all bug URLs will redirect to their equivalent location on the new bug tracker.

Bug 512 - opengl multisample setup
Summary: opengl multisample setup
Status: RESOLVED WONTFIX
Alias: None
Product: SDL
Classification: Unclassified
Component: video (show other bugs)
Version: 1.2.10
Hardware: PowerPC Mac OS X (All)
: P2 normal
Assignee: Ryan C. Gordon
QA Contact: Sam Lantinga
URL:
Keywords:
Depends on:
Blocks:
 
Reported: 2007-10-30 04:07 UTC by Robert Pointon
Modified: 2007-12-29 13:47 UTC (History)
0 users

See Also:


Attachments

Note You need to log in before you can comment on or make changes to this bug.
Description Robert Pointon 2007-10-30 04:07:20 UTC
Once multisample is enabled on the buffer then upon buffer swap the hidden buffer always has its color data reset to the the clearColor - it is if a glClear(GL_COLOR_BUFFER_BIT) had implicitly been called.

Was reported Nov 2006 to Apple as Bug ID# 4805200, they have finally(!!) responded to say:
You can get the behavior he wants by simply adding kCGLPFABackingStore to your pixel format. That will retain the back buffer in a multisample context on ATI.
We have added Testing/Tests/Extensions/ARB_multisample/flush to verify this works.

Note: in the game engine sauerbraten <http://www.cubeengine.com/index.php4> that uses SDL, we rely on the fact that the backbuffer is NOT cleared so as to minimise artifacts in texture T junctions.
Comment 1 Sam Lantinga 2007-12-29 13:47:07 UTC
Technically this is not a bug.  The contents of the buffers after a swap is not defined.

We could potentially add an environment variable to unofficially support this, but my gut feeling is that you're setting yourself up for lots of trouble if you assume this when you move to non-Apple platforms.