How to render anti-aliased image to a texture (and then write to PNG)?
问题 I'd like to use the "render to texture" paradigm to write a .png screenshot of my OpenGL 3D rendering. I have it working without multi-sampling, but I'm struggling to get an anti-aliased image. First of all, is this possible? Second, what is the right combination of API calls? (meta third question, how can I better debug this? glCheckFramebufferStatus is clearly not enough). Here's what I'm working with: // https://stackoverflow.com/questions/7402504/multisampled-render-to-texture-in-ios