Jump to content
  • Advertisement
Sign in to follow this  
Programmer101

Anti-aliasing on a render target

This topic is 3988 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

When I use a render target and present it with a full-screen quad using the multi-sample present parameter does not work for anti-aliasing. How can I anti-alias the texture that I'm presenting on the quad?

Share this post


Link to post
Share on other sites
Advertisement
Did you make sure that the render target format supports multi-sampling using CheckDeviceMultiSampleType?

Share this post


Link to post
Share on other sites
Alright, I was just reading an nVidia document on this and found this:

Quote:
Since post-processing operates on a 2D
image stored in a render-target texture (RTT), it is tempting to generate the render-target
texture image by rendering the scene directly into it. Under Direct3D9, it is not possible to
use full-scene antialiasing (FSAA) when rendering to a RTT, so such an approach would not
offer end users the benefit of hardware-accelerated FSAA. Instead, it is still possible to postprocess
an antialiased scene by copying the FSAA backbuffer to a render-target texture.


So I guess I'll try that.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!