d3drs_multisampleantialias: check for it?
Hi again... :/ ^^ So im now moving for the multisampleantialias call... ive found the gl_multisample_arb function to be matching, so far, so good. Now while googling for it i only found code examples which check whether multisampling is supported before it is activated. My question: do i need this? I found no other call in the d3d8lib which asks for its extension the way i found it (http://nehe.gamedev.net/data/lessons/lesson.asp?lesson=46). Theres also another problem: the multisampling has to be turned off after its done, turned on again if something is drawn and after this turned off again (at least i understood it that way...). Is it enough to simply turn it on? And if not, how should i do this??? Thx in advance Nikolas
On Saturday 23 October 2004 12:30, Devils Cry wrote:
Hi again... :/ ^^
Hi
So im now moving for the multisampleantialias call...
Good news :)
ive found the gl_multisample_arb function to be matching, so far, so good. Now while googling for it i only found code examples which check whether multisampling is supported before it is activated. My question: do i need this?
Yes, you can see all caps detection code on directx.c and you must use GL_SUPPORT and GL_EXTCALL macros (see wined3d_gl.h/d3dcore_gl.h and wined3d_private.h/d3d8_private.h) to be sure to work on olders cards (ie without multisample support)
I found no other call in the d3d8lib which asks for its extension the way i found it
Yes, we haven't multisample support on d3d8 yet. It should be easy to do :)
(http://nehe.gamedev.net/data/lessons/lesson.asp?lesson=46).
No WGL extensions are Windows specific. Use GLX/GL equiv extensions (GL_ARB_multisample/GLX_ARB_multisample) for that.
Theres also another problem: the multisampling has to be turned off after its done, turned on again if something is drawn and after this turned off again (at least i understood it that way...). Is it enough to simply turn it on? And if not, how should i do this???
You have to enable multisupport when User want to use it (ie CreateDevice, SetRenderState, ...) And you must deactive it at device destruction
Thx in advance Nikolas
Regards, Raphael
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