void glSampleCoverage(GLfloat value, GLboolean invert);
value is used in constructing a temporary mask used in determining which samples will be used in resolving the final fragment color. This mask is bitwise-anded with the coverage mask generated from the multisampling computation. If the invert flag is set, the temporary mask is inverted (all bits flipped) and then the bitwise-and is computed.
If an implementation does not have any multisample buffers available, or multisampling is disabled, rasterization occurs with only a single sample computing a pixel's final RGB color.
Provided an implementation supports multisample buffers, and multisampling is enabled, then a pixel's final color is generated by combining several samples per pixel. Each sample contains color, depth, and stencil information, allowing those operations to be performed on each sample.
glGet() with argument GL_SAMPLE_COVERAGE_INVERT
glIsEnabled() with argument GL_MULTISAMPLE
glIsEnabled() with argument GL_SAMPLE_ALPHA_TO_COVERAGE
glIsEnabled() with argument GL_SAMPLE_ALPHA_TO_ONE
glIsEnabled() with argument GL_SAMPLE_COVERAGE
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