Hi community
I want to share a post I recently wrote about DirectX 12 initialization.
https://nbertoa.wordpress.com/2016/04/26/direct3d-12-initialization/
Hope it is useful :)
Hi community
I want to share a post I recently wrote about DirectX 12 initialization.
https://nbertoa.wordpress.com/2016/04/26/direct3d-12-initialization/
Hope it is useful :)
Nice :). Added a link to it on my own reference page. http://www.gamedevpensieve.com/graphics/graphic-api/directx12/startup
Are you sure you were able to create a multisampled (4x MSAA) swap chain using FLIP_DISCARD? I'm pretty sure Flip model swap chains don't support MSAA.
Are you sure you were able to create a multisampled (4x MSAA) swap chain using FLIP_DISCARD? I'm pretty sure Flip model swap chains don't support MSAA.
This, MSAA back-buffer is not allowed under flip model (both sequential and discard). ID3D12GraphicsCommandList::ResolveSubresource from a MSAA rendertarget to the backbuffer should be a feasible solution.
@AdamMiles and @Alessio1989
Thanks for your comment! That is true. My article talks about MSAA but I am using 1U instead of 4U because boolean variable to enable MSAA is in false by default.
This post explains exactly what you said
http://www.gamedev.net/topic/675321-d3d12-enabling-msaa/
I will update the article. Thanks for teaching me about that.