anti-aliasing problem

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19 comments, last by Nik02 18 years ago
Quote:Original post by Demirug
Quote: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.

Niko Suni

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