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