I am working on application in which i am using multisampled textures. Now, i want to retrieve number of actual samples allocated by driver. for e.g. when my application asks for a 1X multisampled texture then the driver legally allocates a 2X multisampled texture how can i retrieve this number legally allocated by driver? I have searched corresponding argument with glGet but did not find the one.
You can get the number of samples allocated for a particular texture by querying GL_TEXTURE_SAMPLES
from glGetTexLevelParameteriv
. And no, I didn't insert that into the page just now. Pay no attention to the edit history of that page; it's always been there.