Note: On RealityEngine systems, you achieve higher-quality multisampled points by setting point smooth hint GL_NICEST (though this mode is slower and should be used with care).
glHint(GL_POINT_SMOOTH_HINT, GL_NICEST)The result is round points. Points may disappear or flicker if you use them without this hint. See the Caution: in the next section for caveats on using multisampling with smooth points.
Just like points, lines on RealityEngine systems look better when drawn "smooth" than they do with multisampling.
Caution: If you want to draw smooth lines and points by enabling GL_LINE_SMOOTH_HINT or GL_POINT_SMOOTH_HINT, you need to disable multisampling and then draw the lines and points. The trick is that you need to do this after you have finished doing all of the multisampled drawing. If you try to re-enable multisampling and draw more polygons, those polygons are not necessarily anti-aliased correctly.
If the depth-buffer is enabled, the correct depth value at each multisample location is computed and used to determine whether that sample should be written or not. If stencil is enabled, the test is performed for each sample.
Polygon bit patterns apply equally to all sample locations at a pixel. All sample locations are considered for modification if the pattern bit is 1. None is considered if the pattern bit is 0.
When pixels are sampled into the multisample buffer, each pixel is treated as an xzoom-by-yzoom square, which is then sampled just like a polygon.
For information about fast clears on RealityEngine, see the reference page for glTagSampleBufferSGIX().