Multisampling doesn't work on devices without OpenGL 3.0 (e.g. the iPhone 5). It's a trivial fix though. In juce_OpenGL_ios.h, this:
#if defined (__IPHONE_7_0) && __IPHONE_OS_VERSION_MAX_ALLOWED >= __IPHONE_7_0
glBlitFramebuffer (0, 0, lastWidth, lastHeight, 0, 0, lastWidth, lastHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST);
#else
glResolveMultisampleFramebufferAPPLE();
#endif
should be this:
#if defined (__IPHONE_7_0) && __IPHONE_OS_VERSION_MAX_ALLOWED >= __IPHONE_7_0
if (version == OpenGLContext::openGL3_2)
{
glBlitFramebuffer (0, 0, lastWidth, lastHeight, 0, 0, lastWidth, lastHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST);
}
else
#endif
{
glResolveMultisampleFramebufferAPPLE();
}
(Add a member variable for the version.)
Then everything works fine.
