GL_Multisample_ARB and FBO:s

Hi, a quick question.

I’m aware that GL_Multisample_ARB doesn’t have an effect when rendering to a texture (if you don’t have the GL_EXT_framebuffer_multisample extension), and according to the spec. the GL_POINT_SMOOTH, GL_LINE_SMOOTH and GL_POLYGON_SMOOTH is overridden when having enabled the multisampling. But what about when rendering to a texture and having everything enabled? Does the multisampling still override the ordinary smooth-ops even though it is not in effect? I guess it’s a quick thing to create a test app and see for myself, but I’m too lazy for that :wink: