Hi Jox
Well you can force DirectX to not multisample the scene by using D3DMULTISAMPLE_NONE instead of D3DMULTISAMPLE_N_SAMPLES which would get you back to the point at which we started :lol:
The DirectX AA commands control how your polygons are rasterised from the vertex buffer to the surface ...
Search found 3 matches
- Sun Mar 20, 2005 10:57 pm
- Forum: FAQs, Tutorials, Howtos, and external tool lists
- Topic: How to Antialias with Irrlicht - DirectX9
- Replies: 24
- Views: 10833
- Sun Mar 20, 2005 9:47 pm
- Forum: FAQs, Tutorials, Howtos, and external tool lists
- Topic: How to Antialias with Irrlicht - DirectX9
- Replies: 24
- Views: 10833
- Sun Mar 20, 2005 4:46 pm
- Forum: FAQs, Tutorials, Howtos, and external tool lists
- Topic: How to Antialias with Irrlicht - DirectX9
- Replies: 24
- Views: 10833
Hi afecelis,
Irrlicht doesnt expose the antialias parameters at the interface, that's why i stuck the mod into the main irrlicht code. I think that they will expose it in the future so you can decide to use AA or not when you create an irrlicht device. For now am keeping the mod in, cause everything ...
Irrlicht doesnt expose the antialias parameters at the interface, that's why i stuck the mod into the main irrlicht code. I think that they will expose it in the future so you can decide to use AA or not when you create an irrlicht device. For now am keeping the mod in, cause everything ...