Anti-aliasing on a render target
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?
Did you make sure that the render target format supports multi-sampling using CheckDeviceMultiSampleType?
Alright, I was just reading an nVidia document on this and found this:
So I guess I'll try that.
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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