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Error with multisampling : GL_MULTISAMPLE_ARB undeclared

Posted: 24.03.2009, 17:44
by Johan
Hi all,

I just get the last realease of Celestia on svn and I tried to compile it with VC++2008, under WinXP, but I get the following error :

.\src\celengine\render.cpp(3355) : error C2065: 'GL_MULTISAMPLE_ARB' : undeclared identifier

I can't find which include file is missing, and obviously, if I #define it, Celestia compiles fine.

Code: Select all

#ifndef GL_MULTISAMPLE_ARB
   #define GL_MULTISAMPLE_ARB      0x809D
#endif


Actually I have a poor graphic card so I think this macro isn't used at all but what changed since my last compilation which just worked fine?

Thanks in advance,

Johan

Re: Error with multisampling : GL_MULTISAMPLE_ARB undeclared

Posted: 24.03.2009, 17:55
by t00fri
same here...

Fridger

Re: Error with multisampling : GL_MULTISAMPLE_ARB undeclared

Posted: 24.03.2009, 19:50
by chris
This should be fixed now (SVN revision 4678.) I needed to add GL_MULTISAMPLE_ARB to the list of extensions in glext.h, as some platforms don't define this in their standard gl.h headers.

--Chris

Re: Error with multisampling : GL_MULTISAMPLE_ARB undeclared

Posted: 24.03.2009, 21:14
by t00fri
Builds OK now for me.

Incidentally, when I turn on AA with my old card (FX 5900Ultra) the readability of the fonts on the OGL canvas deteriorates dramatically. Couldn't one use the same strategy for fonts as for point stars concerning AA?

Fridger

Re: Error with multisampling : GL_MULTISAMPLE_ARB undeclared

Posted: 24.03.2009, 22:35
by chris
t00fri wrote:Builds OK now for me.

Incidentally, when I turn on AA with my old card (FX 5900Ultra) the readability of the fonts on the OGL canvas deteriorates dramatically. Couldn't one use the same strategy for fonts as for point stars concerning AA?

Possibly. I know that it works for newer cards, but I don't know whether the 5900 is capable of enabling and disabling multisample AA without recreating the render buffer. My guess is that it would work. Anyhow, after 1.6.0, we should certainly add code to switch off multisample AA when rendering text. I wanted to do it before the release, but I was uncomfortable with the fairly large number of places where the code would have to be modified for a change so close to the release.

Thanks for reporting this, though. I didn't realize that any cards showed problems with text and AA until the number of samples got turned up to 16+--fixing it should be a priority after 1.6.0.

--Chris

Re: Error with multisampling : GL_MULTISAMPLE_ARB undeclared

Posted: 25.03.2009, 08:16
by Johan
It works, thanks a lot :)