glGenRenderbuffers(1, &MultisampleColorBuffer);
glNamedRenderbufferStorageMultisampleEXT(MultisampleColorBuffer, AntialiasingCoverageSamples, GL_RGBA16F, ScreenWidth, ScreenHeight);
glGenRenderbuffers(1, &MultisampleDepthStencilBuffer);
glNamedRenderbufferStorageMultisampleEXT(MultisampleDepthStencilBuffer, AntialiasingCoverageSamples, GL_DEPTH24_STENCIL8, ScreenWidth, ScreenHeight);
glGenFramebuffers(1, &MultisampleFramebufferObject);
glNamedFramebufferRenderbufferEXT(MultisampleFramebufferObject, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, MultisampleColorBuffer);
glNamedFramebufferRenderbufferEXT(MultisampleFramebufferObject, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, MultisampleDepthStencilBuffer);
glNamedFramebufferRenderbufferEXT(MultisampleFramebufferObject, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, MultisampleDepthStencilBuffer);
if(!check_framebuffer_status(MultisampleFramebufferObject))
{
cerr << "Cannot initialize framebuffer object.\n";
exit(return_code::cannot_initialize_framebuffer_object);
}
This works perfectly on my old MacBook Pro (2008, Santa Rosa, GeForce 8600M) but give me incomplete attachment errors on my new MacBook Pro (2011, Radeon HD 6490M) - am I doing something wrong here?..