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#ActualTispe

Posted 13 September 2013 - 04:56 AM

device->StretchRect(pSourceTextureSurface, NULL, pBackBufferSurface, NULL, D3DTEXF_LINEAR);

You can render to a texture with double the resolution then get the texture surface and pass it as pSourceTextureSurface. Remember to release() the surfaces to decrease the reference count.

 

Edit: Perhpas just using a plain surface with device->CreateOffscreenPlainSurface(). D3DPOOL_DEFAULT is the appropriate pool for use with the IDirect3DDevice9::StretchRect. This surface must then be released when resetting the device.


#1Tispe

Posted 13 September 2013 - 04:47 AM

device->StretchRect(pSourceTextureSurface, NULL, pBackBufferSurface, NULL, D3DTEXF_LINEAR);

You can render to a texture with double the resolution then get the texture surface and pass it as pSourceTextureSurface. Remember to release() the surfaces.


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