MSAA and Z-buffer

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2 comments, last by Schrompf 16 years, 5 months ago
Just asking if this is a typical problem- When I enable multisampling, my Z-buffer no longer works... anyone care to explain?
---------------------------------------- There's a steering wheel in my pants and it's drivin me nuts
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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.
No, the Z buffer is just standard. I guess I'm not %100 sure what you're saying.
---------------------------------------- There's a steering wheel in my pants and it's drivin me nuts
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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Gonna try that "Indie" stuff I keep hearing about. Let's start with Splatter.

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