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I have a question as to how to use multisample anti-aliasing (MSAA) on Direct x 12. I was unable to find an example on the web.

What I've seen around is that is not possible to directly enable MSAA on the swap chain. A separate multi-sampled texture needs to be used for rendering and after resolved on the swap chain.

But how to properly create a multi-sampled render target texture?

How to resolve a MSAA texture to screen?

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See the answer to this stack overflow question Creating a swap chain with MSAA fails which has some links to additional material and see the answer to this posting, braynzarsoft.net/viewquestion/q33526-adding-msaa-in-dx12 - Richard Chambers
Thank you very much. This is exactly what i am looking for. - Cloyz
When you have a code sample that works, could you post an answer to your question that contains the source code along with some explanation as to why it works? - Richard Chambers
I will for sure :) - Cloyz

1 Answers

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