# Multisampling

**URL:** <https://forums.imgtec.com/t/multisampling/585>\
**Category:** PowerVR Insider\
**Created:** [January 20, 2010, 3:36pm UTC](https://forums.imgtec.com/t/multisampling/585 "2010-01-20T15:36:54Z")\
**Posts on this page:** 3\
**Page:** 1

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**Author:** ![nicobi](https://avatars.discourse-cdn.com/v4/letter/n/f1d935/32.png) [@nicobi](https://forums.imgtec.com/u/nicobi)\
**Post date:** [January 20, 2010, 3:36pm UTC](https://forums.imgtec.com/t/multisampling/585/1 "2010-01-20T15:36:54Z")

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Hello,  
  
I’m currently using PowerVR emulation software for OpenGL ES 2.0. While observing lot’s of aliasing in the rendering window, I tried to activate multisampling using following configuration for EGL :  
EGL\_LEVEL, 0,  
EGL\_NATIVE\_RENDERABLE, 0,  
EGL\_BUFFER\_SIZE, 0,  
EGL\_DEPTH\_SIZE, 16,  
EGL\_SURFACE\_TYPE, EGL\_WINDOW\_BIT,  
EGL\_RENDERABLE\_TYPE, EGL\_OPENGL\_ES2\_BIT ,   
EGL\_SAMPLE\_BUFFERS, 1,   
EGL\_SAMPLES,2, /\* or even 4 \*/  
EGL\_NONE  
  
But i was’nt able to observe any change in the rendering window. Am I missing something ? Is antialiasing supported in the emulation software ?

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**Author:** ![jacekc](https://avatars.discourse-cdn.com/v4/letter/j/ccd318/32.png) [@jacekc](https://forums.imgtec.com/u/jacekc)\
**Post date:** [February 1, 2010, 9:18am UTC](https://forums.imgtec.com/t/multisampling/585/2 "2010-02-01T09:18:18Z")

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Hi,

I'm sorry for a delay in answering. Antialiasing is supported in Pc emulation.

Do you have multisampling working in normal desktop openGL ? What is configuration (operating system, GPU etc., what SDK version are you using) ? I would like you to run some training course from our SDK eg. IntroducingPOD but from commandline. There should be an argument passed to commandline:Â -FSAAMode=2 Â Â , and tell me if this triggers FSAA for you? Â

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**Author:** ![nicobi](https://avatars.discourse-cdn.com/v4/letter/n/f1d935/32.png) [@nicobi](https://forums.imgtec.com/u/nicobi)\
**Post date:** [March 3, 2010, 3:26pm UTC](https://forums.imgtec.com/t/multisampling/585/3 "2010-03-03T15:26:50Z")

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Thanks for your answer. The problem was that the textures were not filtered using GL\_LINEAR, producing nasty effects on the screen.&nbsp;
