So I am trying to upsample a texture to a full-screen quad. By turning on MSAA, the texture becomes pixelated, while everything seems perfect with no anti-aliasing.
This sample image sums up my problem pretty well I think:
I am using DirectX 11 with pixel/vertex shader 4.0, if it matters. I have tried searching for a solution, but the only relevant things I could find was about the half-pixel offset needed on DirectX 9, which shouldn't be a problem on DirectX 10+.
So my question is, does anyone recognise this problem? Any form of help is appreciated.
Thanks in advance.
CachinnusMember Since 18 Jul 2011
Offline Last Active Feb 07 2012 12:07 PM
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