D3D surface lock issues on Nvidia with forced AA

yeOlde

Newcomer
Does anyone know what driver-forced antialiasing on a Geforce really does behind the scenes?

I have something old that uses DirectDraw + Direct3D and modifies backbuffer surface memory directly through Lock/Unlock. Some of that drawing doesn't get shown when antialiasing is forced in the driver.

I'm guessing either the driver's hidden backbuffer overwrites the raw drawing, or the raw drawing happens on a wrong buffer. But I haven't been able to figure out the pattern yet other than to say it's somehow related to areas that are affected/unaffected by DrawPrimitive calls.
 
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