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What API to use to enable texture anti aliasing on WIndows RT

    Question

  • Hi,

    Could somebody help me with this?

    Thanks

    Vlad

    Friday, November 16, 2012 9:52 PM

All replies

  • There are numerous 'anti-aliasing' techniques. Which one do you mean?

    Mipmap chains?

    MSAA render targets?

    Line Anti-aliasing?

    Are you writing a C++ Direct3D application, or using something else?

    Sunday, November 18, 2012 11:05 PM
  • There are numerous 'anti-aliasing' techniques. Which one do you mean?

    Mipmap chains?

    MSAA render targets?

    Line Anti-aliasing?

    Are you writing a C++ Direct3D application, or using something else?

    Please name me one with API that i can use on surface tablet with tegra 3 so i can render to a texture with AA . MSAA would be ideal for me but it's not supported by Tegra 3. Am I missing something?  Yes, I'm writing c++ directX application. Example would help a lot or reference to a doc.

    texture_description.SampleDesc.Count = ... quality_level_count = 0; hr = device->CheckMultisampleQualityLevels(

    texture_description.Format,

    texture_description.SampleDesc.Count, &quality_level_count ); if ( FAILED( hr ) || quality_level_count == 0 ){ } texture_description.SampleDesc.Quality = quality_level_count - 1; if ( S_OK == device->CreateTexture2D( &texture_description, NULL, &buffer ) ) {

    sample_count = texture_description.SampleDesc.Count; quality = texture_description.SampleDesc.Quality; }

    P.S This topic appeared Nov16.... but this is exactly what I'm doing 

    http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj681697(v=vs.105).aspx






    • Edited by Vladbph Saturday, November 24, 2012 10:49 PM
    Sunday, November 18, 2012 11:24 PM