opengl,textures,framebuffer,blit,msaa
The filtering options only come into play when you sample from the textures. They play no role while you render to the texture. When sampling from multisample textures, GL_NEAREST is indeed the only supported filter option. You also need to use a special sampler type (sampler2DMS) in the GLSL code,...
java,opengl,jogl,opengl-3,msaa
I suspect that the error comes from an earlier call. At least there should be numerous errors, for example from the glBindFramebuffer() call immediately preceding the glDrawBuffer() call: gl.glBindFramebuffer(GL3.GL_READ_FRAMEBUFFER, multisampleFbo); checkGLError(); gl.glDrawBuffer(GL3.GL_BACK); // Throws GL_INVALID_OPERATION checkGLError("OpenGL error at glDrawBuffer: 0x%h%n"); multisampleFbo is not a framebuffer object. It was created like...
Your code subtracts 1 from maxQualityLevels before checking to see whether it's greater than zero. An initial value of 1 would suggest it's valid to create the target at quality level 0. Assuming you want this to work across vendors you only really need to check for it being >...