Quote:Original post by DemirugQuote:Original post by Poo Bear
Give that man a cigar!
I removed my setDefaultRenderStates code, everything went a bit crazy as you would imagine, but with anti-aliasing on it did actually draw something. Took a while to sift through all 102 default states, but I found the culprit.
Set( D3DRS_MULTISAMPLEMASK, 0x00 );
this was just a daft error, the default state should be as below:
Set( D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF );
Strange that it only seems to cause a problem in the ref rast and on nvidia boards but at least its fixed.
Thanks everyone :)
Sounds like ATI does interpret the 0 mask in a wrong way.
PS: But nVidias driver is not clean too because if you don’t force AA inside the app it should ignore the multisample mask.
Quote:From DirectX SDK
This render state has no effect when rendering to a single sample buffer.
But when the user forces antialiasing, the rendering does effectively happen to multiple sample buffers. This is a matter of interpretation of the specification.