How it works...

As we just mentioned, the technique for creating an OpenGL context with multisample buffers is dependent on the API used for interacting with the window system. The preceding example demonstrates how it might be done using GLFW. Once the OpenGL context is created, it is easy to enable multisampling by simply using the glEnable call shown in the preceding example.

Stay tuned, because in the next section, we'll discuss a subtle issue surrounding interpolation of shader variables when multisample anti-aliasing is enabled.

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