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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