Hello everyone, I'm trying to enable full-scene antialiasing in my d3d9 game.
I'm basically just following Microsoft instructions to the T. However the device is always failing.
Here's how I'm doing it in accordance with Microsoft instructions:
// Check if device supports multisampling
if (SUCCEEDED(ms_lpd3d->CheckDeviceMultiSampleType(ms_iD3DAdapterInfo, D3DDEVTYPE_HAL, D3DFMT_R8G8B8, FALSE, D3DMULTISAMPLE_2_SAMPLES, NULL)))
// parameters structure
D3DPRESENT_PARAMETERS ms_d3dPresentParameter{};
ZeroMemory(&ms_d3dPresentParameter, sizeof(ms_d3dPresentParameter));
ms_d3dPresentParameter.BackBufferFormat = D3DFMT_R8G8B8;
ms_d3dPresentParameter.Windowed = FALSE;
ms_d3dPresentParameter.SwapEffect = D3DSWAPEFFECT_DISCARD;
ms_d3dPresentParameter.MultiSampleType = D3DMULTISAMPLE_2_SAMPLES;
// Creating the device
ret = ms_lpd3d->CreateDevice(ms_iD3DAdapterInfo, D3DDEVTYPE_HAL, hWnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &ms_d3dPresentParameter, &ms_lpd3dDevice);
// Checking if it fails
if (FAILED(ret))
{
return CREATE_GET_DEVICE_CAPS2;
}
// Finally, enabling the antialiasing
ms_lpd3dDevice->SetRenderState(D3DRS_MULTISAMPLEANTIALIAS, TRUE);
Any idea why it's failing? I've been at it for 4 days now. I would appreciate any help.