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Direct2D Aliasing (Probably)

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So I've got Direct2D running with Direct3D11, throught D3D10.1 obviously, but everything is showing up so aliased. Like so.


I'm guessing it's because there's only 1 sample on the surface I'm sharing between the D3Ds, but there's no way to add more.

The texture that D3D11 copies over gets placed into a ShaderResourceView, which gets rendered onto a plane that fills the screen.

Is this even aliasing, or am I just doing something completely wrong?

EDIT: DURR, it was a window problem, fixed now. This thread can be ignored.

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