OpenGL.WGL.ARB.multisample
OpenGL extension ARB.multisample
This module customises the behaviour of the
OpenGL.raw.WGL.ARB.multisample to provide a more
Python-friendly API
Overview (from the spec)
This extension provides a mechanism to antialias all GL primitives:
points, lines, polygons, bitmaps, and images. The technique is to
sample all primitives multiple times at each pixel. The color
sample values are resolved to a single, displayable color each time
a pixel is updated, so the antialiasing appears to be automatic at
the application level. Because each sample includes depth and
stencil information, the depth and stencil functions perform
equivalently to the single-sample mode.
An additional buffer, called the multisample buffer, is added to
the framebuffer. Pixel sample values, including color, depth, and
stencil values, are stored in this buffer. When the framebuffer
includes a multisample buffer, it does not also include separate
depth or stencil buffers, even if the multisample buffer does not
store depth or stencil values. Color buffers (left/right, front/
back, and aux) do coexist with the multisample buffer, however.
Multisample antialiasing is most valuable for rendering polygons,
because it requires no sorting for hidden surface elimination, and
it correctly handles adjacent polygons, object silhouettes, and
even intersecting polygons. If only points or lines are being
rendered, the "smooth" antialiasing mechanism provided by the base
GL may result in a higher quality image. This extension is
designed to allow multisample and smooth antialiasing techniques
to be alternated during the rendering of a single scene.
The official definition of this extension is available here:
http://www.opengl.org/registry/specs/ARB/multisample.txt
Functions
Constants
WGL_SAMPLE_BUFFERS_ARB (8257)
WGL_SAMPLES_ARB (8258)