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MSAA and Z-buffer

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Just asking if this is a typical problem- When I enable multisampling, my Z-buffer no longer works... anyone care to explain?

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Have you create your Z buffer manual or as part of the device?
Direct3D requires that your render target and the z-Buffer use the same multisampling settings.

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If you create a multisampled render target (such as the back buffer on device creation), you also have to provide a multisampled ZBuffer using the same settings. If you have multiple passes to render, with some of them using AA and others not using AA (shadow maps, for example), you actually have to have multiple ZBuffers.

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