Antialiasing (multisampling) and float pbuffer and/or render to texture

Is it possible to do multisampling (ARB_MULTISAMPLE) on pbuffer with Render to Texture active?
Second: is it possible to do that on pbuffer that has RTT and is float (GL_RGBA_FLOAT16_ATI)?
If yes so how to do it?
I’m trying to do it but anytime I put to pfAttribList WGL_TYPE_RGBA_FLOAT_ATI or WGL_TEXTURE_TARGET_ARB and there already is WGL_SAMPLE_BUFFERS_ARB I get
wglChoosePixelFormatARB(hdc, &pfAttribList[0], NULL, 1, &format, &nformats);
returns 0 formats.

Any ideas?

It must be possible cause let say Half Life 2 does it (float pbuffer and multisampling) and I don’t think that they copy full screen (in OGL it would be glCopyTexSubImage2D).

No and no.
The hardware doesn’t support binding a multisample buffer to a texture directly. The buffer needs to be resolved, so you will have to do a glCopyTexImage2D() from the multisampled pBuffer to another texture to resolve it. And no card on the market supports multisampling a float buffer.

Here’s an example of how to do this in OpenGL:…hPostProcessing

I got another question :slight_smile:
Is that possible to use float pbuffer (the same, ATI_FLOAT 16) and multisampling?