No MSAA for OpenGL ?
Are we seriously just out of luck when it comes to multisampling in OpenGL?
So far it looks like *maybe* I could create a multisampled renderbuffer and blit that to the swapchain texture after binding it to FBO? Seems roundabout :|
UPDATE: Renderbuffer MSAA works, but for some reason ovrLayerEyeFovDepth invariably causes framebuffer issues with my test program that culminates in a crash on ovr_Destroy(), and also causes weird rendering artifacts. Is this only supposed to be used if ASW is being used, because I'm testing on Win7.
