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Questions tagged [multisampling]

0 votes
0 answers
39 views

SampleCmp can be used with texture having only a red channel (typically depth texture) or on texture having R+other channels but reading only the red channel. I'm storing two depths in RG channels and ...
philB's user avatar
  • 333
0 votes
1 answer
70 views

I have a 2D fixed-timestep simulation (a bunch of moving sprites) that ticks several times per render frame. I would like to render the state of each tick, so that all the ticks between render frames ...
Raigan Burns's user avatar
1 vote
1 answer
430 views

I'm implementing the ability to tweak graphics settings in my application at runtime (resolution, refresh rate, v-sync, multisampling). It is possible to update the resolution, format and refresh rate ...
Abrar Borno's user avatar
0 votes
1 answer
636 views

I was messing around a random project and everything was working perfectly, when all of a sudden jagged edges appeared on all objects. I've been trying to resolve this issue for the past two dails, ...
AnimaVivens's user avatar
0 votes
1 answer
907 views

In Quality settings, there is Antialiasing option with 2~8x sample range. I can change the sample by script like this: QualitySettings.antiAliasing = myAAValue; ...
modernator's user avatar
  • 1,223
3 votes
2 answers
2k views

After adding multisampling to a DirectX 11 project, I noticed that the screen was no longer updating when calling IDXGISwapChain ::Present. Further testing showed ...
Jason Tyler's user avatar
4 votes
1 answer
2k views

is there a way to mix multisample and non multisample rendering in Directx11? It seems that when I create a multisampled render target I always get a multisampled rendering, regardless of the value of ...
devdept2's user avatar
0 votes
2 answers
207 views

I am trying to perform sampling using hemisphere around a surface normal. I want to experiment with fixed directions (and maybe jitter slightly between frames). So I have those directions: ...
Maik Xhani's user avatar
2 votes
0 answers
118 views

I have multisampled rendertarget where I use red channel as stencil data, but the problem is I get incorrect results around borders if "Antialiasing - Gamma Correction" is set to on in Nvidia Control ...
zigzag's user avatar
  • 237
0 votes
1 answer
1k views

I can check it with ID3D11Device::CheckMultisampleQualityLevels(). So to use it I need to create the device: ...
NPS's user avatar
  • 2,334