I noticed that whenever i use a Frame Buffer Object FBO to apply a post processing effect to my whole scene multisampling is disabled. here’s some sample code:
sceneFBO.bindFBO(); // binds my fbo to scene
gl.glGetIntegerv(GL.GL_SAMPLE_BUFFERS, buf, 0);
System.out.println("number of sample buffers is " + buf[0]);
gl.glGetIntegerv(GL.GL_SAMPLES, sbuf, 0);
System.out.println("number of samples is " + sbuf[0]);
// draw stuff here
sceneFBO.unbindFBO(); // unbinds it.
gl.glGetIntegerv(GL.GL_SAMPLE_BUFFERS, buf, 0); and gl.glGetIntegerv(GL.GL_SAMPLES, sbuf, 0); both return values of 0 but if i disable my FBO they return 1 and 16 which is what i have my GLcapabilities set to. How do i get multisampling or any sort of anti-aliasing to work while using an FBO?