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MacOS: glgsg error when enabling msaa on floating point color buffer #756
On MacOS, when activating MSAA on a frame buffer with floating point color the glgsg throws errors then abort because the configuration is not supported by the driver but not detected by Panda. This happens both with the legacy profile and the core profile.
Here is a minimal test program :
#!/usr/bin/env python import panda3d.core as p3d from direct.showbase.ShowBase import ShowBase from direct.filter.FilterManager import FilterManager p3d.load_prc_file_data("", "gl-check-errors #t\n") #p3d.load_prc_file_data("", "gl-version 3 2\n") base = ShowBase() manager = FilterManager(base.win, base.cam) fbprops = p3d.FrameBufferProperties() fbprops.float_color = True fbprops.set_multisamples(4) scene_tex = p3d.Texture() tonemap_quad = manager.render_scene_into(colortex=scene_tex, fbprops=fbprops) base.run()
I'm getting some strong déjà vu:
What's different here, I guess, is that the buffer is 16-bit float, but the multisample buffer is being created as 32-bit float, so we need to add an extra case.