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Multisampled texture/render target

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I thinks there's a little trick that I'm overlooking... I want to create am amtialiased render target, to which I render some stuff in a frst step of my frame, then set it as a sampler and render to the back buffer of my app. How do I do that? If I use CreateTexture, there's no way to specify multisampling If I use CreateRenderTarget, there's no way to set it as a sampler (which demands a IDirect3DTexture) How do people usually work around that? Or is there no other way than using StrethcRect and the likes...? regards, JA

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Thanks. That's what I had just figured out.

Render all the scene to my app's AA'd back buffer, copy that to a non-AA'd render target, do whatever post process I need to do, then set the result as a sampler and blend that back into the main back buffer.

Thanks!

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