Anti-aliasing on a render target

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2 comments, last by Programmer101 16 years, 10 months ago
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?
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Did you make sure that the render target format supports multi-sampling using CheckDeviceMultiSampleType?
No. The format is the same as the back buffer though.

I'll try it.
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.

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