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Editorial Team
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Editorial Team
Asked: June 3, 20262026-06-03T22:43:25+00:00 2026-06-03T22:43:25+00:00

I am developing a 2d game on Android ICS using OpenGL es 2.0 and

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I am developing a 2d game on Android ICS using OpenGL es 2.0 and java. I am trying to use a lighting system and to do that I render all the lights on a framebuffer and the scene on another, with the intent to blend them using the fragment shader to recreate photoshop overlay effect.

I encountered a problem though, it seems that the fbo doesn’t work with multisampling, so if I draw on the fbo I get jagged lines. I noticed that there is a solution for people using ios, but I didn’t find anything on Android.
Is there a better way to achieve what I am trying to do than the way I am approching this problem? Forgive, me I am a bit new to opengl.

Thank you very much.

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  1. Editorial Team
    Editorial Team
    2026-06-03T22:43:26+00:00Added an answer on June 3, 2026 at 10:43 pm

    Multisampling (which you set when you create OpenGL context) works only on default framebuffer.

    To have multisampling on FBO you must use one of these extensions:

    • GL_IMG_multisampled_render_to_texture
    • GL_APPLE_APPLE_framebuffer_multisample
    • GL_EXT_multisampled_render_to_texture

    Alternatively you can use something like FXAA to achieve full screen anti-aliasing. It’s “PC console” version is pretty quick even for mobile devices.

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