Multisampled Antialiasing and Z Prepass

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0 comments, last by MJP 14 years ago
Hi everyone, I'm investigating multisampled antialiasing with Directx9, and i'm having a problem to make it work with my Z prepass system: Because i'm using DX9 and because i need the depth informations afterward, in the Z prepass, i render the scene depth informations into both the depth buffer and a depth texture. If i do not enable antialisaing, everythings works fine, but if i do, i get strange visual artefacts which looks like a problem with the content of the depth buffer. I suppose the problem come from the fact that my depth buffer is created to be used with multisampled render target, which is not the case in the Z prepass: The depth texture is a regular texture (i.e: not multisampled) created with CreateTexture. Is it possible to solve this issue with DX9 system? Thanks
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You can't render to a non-multsampled render target with a multisampled depth buffer. The number of samples needs to match.

If you turn on the debug runtimes, it will warn you about things like this.

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