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#ActualTiagoCosta

Posted 21 January 2013 - 06:35 AM

The sample count and quality of the render target/swap chain and the depth stencil view have to be the same.
Can you post the render target/swap chain texture desc?

Is the D3D debug layer printing any warning or error message?

EDIT:

Also make sure that your GPU supports that sample count/quality pair.
Use ID3D11Device::CheckMultisampleQualityLevels Method to check support.

#3TiagoCosta

Posted 21 January 2013 - 06:33 AM

The sample count and quality of the render target/swap chain and the depth stencil view have to be the same.
Can you post the render target/swap chain texture desc?

Is the D3D debug layer printing any warning or error message?

#2TiagoCosta

Posted 21 January 2013 - 06:32 AM

The sample count and quality of the render target and the depth stencil view have to be the same.
Can you post the render target texture desc?

Is the D3D debug layer printing any warning or error message?

#1TiagoCosta

Posted 21 January 2013 - 06:31 AM

Try to fix the code in your post... It's confusing to read it like that.

 

The sample count and quality of the render target and the depth stencil view have to be the same.

Plus, you have to enable multisampling in the rasterizer desc (which you're already doing).

 

Is the D3D debug layer printing any warning or error message?


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