Samples 0, Texture mode: Nearest

Used, Qt 5.4 OpenGL x64, Visual Studio 2013 SP4, (Community Edition)

Examples of “opengl\cube” - Examples\Qt-5.4\opengl\cube

main.cpp:

int main(int argc, char *argv[]) {
 QApplication app(argc, argv);
 QSurfaceFormat format;
 format.setDepthBufferSize(24);
 # Set the preferred number of samples per pixel when multisampling 
 # is enabled to numSamples. By default, multisampling is disabled. 
 format.setSamples(16)
 QSurfaceFormat::setDefaultFormat(format);

mainwidget.cpp:

void MainWidget::initializeGL(){
...  
 initializeOpenGLFunctions();
 qDebug("Samples %d",format.samples()); 
 #max size of texture OpenGL
 GLint texSize;
 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &texSize);
 qDebug() << texSize; 
 
 #list of extensions OpenGL 
 QSurfaceFormat format = QOpenGLContext::currentContext()->format();
 QSet <QByteArray>extensions= QOpenGLContext::currentContext()->extensions();
 qDebug() << extensions.count();
 foreach (const QByteArray &value, extensions)
 qDebug() << value; 
...


Samples 0, Texture mode: Linear


Samples 0, Texture mode: LinearMipLinear


Samples 16, Texture mode: Nearest


Samples 16, Texture mode: Linear

cube.exe…

Samples 16

8192

238

“GL_ARB_clear_buffer_object”

“GL_ARB_vertex_program”

“GL_ARB_texture_storage_multisample”

“GL_ARB_framebuffer_sRGB”

“GL_NV_vertex_program3”

“GL_ARB_vertex_shader”

“GL_EXT_stencil_wrap”

“GL_ARB_viewport_array”

“GL_ARB_pixel_buffer_object”

“GL_ARB_compatibility”

“GL_EXT_vertex_array_bgra”

“GL_EXT_framebuffer_multisample”

“GL_EXT_depth_bounds_test”

“GL_ARB_texture_buffer_object”

“GL_EXT_texture_lod”

“GL_NV_fragment_program_option”

“GL_ARB_shader_texture_lod”

“GL_ARB_shading_language_420pack”

“GL_WIN_swap_hint”

“GL_ARB_multisample”

“GL_ARB_texture_cube_map”

“GL_ARB_draw_instanced”

“GL_NV_multisample_filter_hint”

“GL_ARB_compressed_texture_pixel_storage”

“GL_ARB_depth_buffer_float”

“GL_EXT_texture_shared_exponent”

“GL_NV_conditional_render”

“GL_NV_texture_env_combine4”

“GL_ARB_texture_compression_rgtc”

“GL_NV_vertex_program2_option”

“GL_SGIX_depth_texture”

“GL_NV_parameter_buffer_object”

“GL_ARB_multitexture”

“GL_EXT_bindable_uniform”

“GL_ARB_vertex_buffer_object”

“GL_EXT_texture_compression_rgtc”

“GL_ARB_copy_image”

“GL_EXT_direct_state_access”

“GL_NV_register_combiners2”

“GL_ARB_texture_mirror_clamp_to_edge”

“GL_ARB_shading_language_packing”

“GL_NV_blend_square”

“GL_ARB_explicit_uniform_location”

“GL_EXT_texture_buffer_object”

“GL_NV_parameter_buffer_object2”

“GL_ARB_texture_rgb10_a2ui”

“GL_ARB_draw_elements_base_vertex”

“GL_EXT_texture_sRGB_decode”

“GL_ARB_debug_output”

“GL_NV_texture_rectangle”

“GL_KHR_debug”

“GL_KTX_buffer_region”

“GL_ARB_shading_language_include”

“GL_EXT_framebuffer_sRGB”

“GL_EXTX_framebuffer_mixed_formats”

“GL_ARB_texture_buffer_range”

“GL_EXT_texture_sRGB”

“GL_NV_shader_buffer_load”

“GL_EXT_abgr”

“GL_EXT_packed_depth_stencil”

“GL_ARB_uniform_buffer_object”

“GL_ARB_fragment_layer_viewport”

“GL_EXT_texture_compression_s3tc”

“GL_ARB_fragment_program”

“GL_NV_ES1_1_compatibility”

“GL_EXT_multi_draw_arrays”

“GL_ARB_separate_shader_objects”

“GL_ARB_framebuffer_object”

“GL_NV_transform_feedback”

“GL_NV_vertex_program”

“GL_ARB_half_float_pixel”

“GL_ARB_half_float_vertex”

“GL_ARB_texture_rectangle”

“GL_EXT_Cg_shader”

“GL_EXT_packed_float”

“GL_NV_vertex_program1_1”

“GL_ARB_sync”

“GL_SUN_slice_accum”

“GL_NV_vertex_array_range2”

“GL_ARB_map_buffer_alignment”

“GL_EXT_texture_lod_bias”

“WGL_EXT_swap_control”

“GL_NV_texture_barrier”

“GL_ARB_transpose_matrix”

“GL_ARB_enhanced_layouts”

“GL_SGIS_texture_lod”

“GL_EXT_packed_pixels”

“GL_ARB_texture_storage”

“GL_IBM_rasterpos_clip”

“GL_NV_depth_buffer_float”

“GL_ATI_draw_buffers”

“GL_ARB_texture_stencil8”

“GL_ARB_program_interface_query”

“GL_ARB_blend_func_extended”

“GL_ARB_internalformat_query2”

“GL_NV_vertex_buffer_unified_memory”

“GL_ARB_depth_clamp”

“GL_NV_occlusion_query”

“GL_ARB_explicit_attrib_location”

“GL_ARB_seamless_cube_map”

“GL_ARB_internalformat_query”

“GL_ARB_imaging”

“GL_NV_half_float”

“GL_ARB_texture_swizzle”

“GL_ARB_texture_view”

“GL_ARB_occlusion_query2”

“GL_ARB_ES3_compatibility”

“GL_NVX_gpu_memory_info”

“GL_ARB_multi_bind”

“GL_ARB_invalidate_subdata”

“GL_ARB_sampler_objects”

“GL_EXT_rescale_normal”

“GL_ARB_vertex_array_bgra”

“GL_NV_texgen_reflection”

“GL_NV_texture_shader3”

“GL_ARB_color_buffer_float”

“GL_ARB_conservative_depth”

“GL_EXT_stencil_two_side”

“GL_ATI_texture_float”

“GL_EXT_texture_mirror_clamp”

“GL_ARB_point_parameters”

“GL_ARB_shader_bit_encoding”

“GL_NV_fence”

“GL_ARB_point_sprite”

“GL_ARB_fragment_coord_conventions”

“GL_S3_s3tc”

“GL_EXT_texture_edge_clamp”

“GL_EXT_texture_object”

“GL_ATI_texture_mirror_once”

“GL_NV_depth_clamp”

“GL_ARB_instanced_arrays”

“GL_ARB_texture_border_clamp”

“GL_NV_fragment_program2”

“GL_ARB_window_pos”

“GL_ARB_texture_rg”

“GL_EXT_gpu_shader4”

“GL_NV_texture_expand_normal”

“GL_NV_float_buffer”

“GL_ARB_map_buffer_range”

“GL_IBM_texture_mirrored_repeat”

“GL_EXT_shader_integer_mix”

“GL_ARB_copy_buffer”

“GL_EXT_texture_env_combine”

“GL_NV_texture_shader”

“GL_NV_primitive_restart”

“GL_EXT_texture_compression_latc”

“GL_ARB_vertex_array_object”

“GL_EXT_texture_storage”

“GL_EXT_fog_coord”

“GL_SGIX_shadow”

“GL_EXT_framebuffer_blit”

“GL_EXT_gpu_program_parameters”

“GL_EXT_blend_func_separate”

“GL_ARB_ES2_compatibility”

“GL_NV_fog_distance”

“GL_NV_texture_compression_vtc”

“GL_ARB_fragment_shader”

“GL_EXT_point_parameters”

“GL_EXT_texture3D”

“GL_EXT_texture_filter_anisotropic”

“GL_ARB_vertex_type_2_10_10_10_rev”

“GL_ARB_framebuffer_no_attachments”

“GL_ARB_vertex_attrib_binding”

“GL_NV_explicit_multisample”

“GL_ARB_robust_buffer_access_behavior”

“GL_EXT_provoking_vertex”

“GL_EXT_texture_swizzle”

“GL_ARB_get_program_binary”

“GL_ARB_texture_query_levels”

“GL_EXT_draw_instanced”

“GL_EXT_draw_buffers2”

“GL_ARB_fragment_program_shadow”

“GL_NV_copy_depth_to_color”

“GL_EXT_separate_shader_objects”

“GL_EXT_texture_compression_dxt1”

“GL_NV_geometry_shader4”

“GL_ARB_arrays_of_arrays”

“GL_ARB_robustness”

“GL_NV_copy_image”

“GL_NV_gpu_program4”

“GL_ARB_occlusion_query”

“GL_ARB_vertex_type_10f_11f_11f_rev”

“GL_ARB_texture_env_combine”

“GL_ARB_texture_compression”

“GL_EXT_import_sync_object”

“GL_NV_packed_depth_stencil”

“GL_EXT_framebuffer_object”

“GL_EXT_texture_cube_map”

“GL_ARB_stencil_texturing”

“GL_ARB_provoking_vertex”

“GL_ARB_depth_texture”

“GL_ARB_geometry_shader4”

“GL_EXT_pixel_buffer_object”

“GL_EXT_blend_minmax”

“GL_NV_texture_multisample”

“GL_ARB_shader_objects”

“GL_EXT_texture_env_dot3”

“GL_EXT_bgra”

“GL_ARB_texture_float”

“GL_EXT_separate_specular_color”

“GL_ARB_texture_non_power_of_two”

“GL_EXT_vertex_array”

“GL_ARB_shading_language_100”

“GL_NV_point_sprite”

“GL_EXT_timer_query”

“GL_EXT_blend_equation_separate”

“GL_EXT_texture_env_add”

“GL_NV_vertex_program2”

“GL_NV_vertex_array_range”

“GL_NV_register_combiners”

“GL_NV_framebuffer_multisample_coverage”

“GL_ARB_draw_buffers”

“GL_NV_light_max_exponent”

“GL_EXT_draw_range_elements”

“GL_EXT_blend_subtract”

“GL_ARB_texture_env_dot3”

“GL_ARB_base_instance”

“GL_EXT_texture_array”

“GL_ARB_texture_mirrored_repeat”

“GL_NV_multisample_coverage”

“GL_NV_pixel_data_range”

“GL_ARB_texture_env_add”

“GL_EXT_compiled_vertex_array”

“GL_EXT_shadow_funcs”

“GL_NVX_conditional_render”

“GL_EXT_secondary_color”

“GL_NV_texture_shader2”

“GL_EXT_geometry_shader4”

“GL_ARB_timer_query”

“GL_ARB_texture_multisample”

“GL_NV_path_rendering”

“GL_ARB_shadow”

“GL_ARB_texture_env_crossbar”

“GL_SGIS_generate_mipmap”

“GL_NV_fragment_program”

“GL_EXT_framebuffer_multisample_blit_scaled”

“GL_EXT_blend_color”

“GL_EXT_texture_integer”