I called glEnable with GL_MULTISAMPLE and used "sample in vec4 color" as the input vector in my fragment shader, yet multisampling is still off. What am I doing wrong? Is there any parts I'm missing?
p.s. I'm reading the official OpenGL programming guide (ver 4.3).
Edit: some code:
the fragment shader is as follows:
#version 430
sample in vec4 color;
out vec4 outputColor;
void main()
{
outputColor = color;
}
And in my application I call glEnable(GL_MULTISAMPLE). Right after that I render a simple cube that rotates and it clearly isn't antialiased.
You must select a pixelformat for your window that actually supports multisampling. Without that, enabling multisampling in OpenGL has no effect.