I'm doing HDR+AA demo for ordinary DX9 hardware, and it seems that I've got some problems getting MSAA'd rendering on ATI hardware. I've got no Radeon here at the moment, so testing is hard...
What I'm doing is:
* render to MSAA'd backbuffer (A8R8G8B8, RGBE8 encoding)
* StretchRect to same sized RT (using D3DTEXF_NONE - maybe filter is the problem?)
* Do all this HDR stuff (tone mapping, blooms etc.)
* Finally, draw fullscreen quad over the backbuffer
MSAA works perfectly on my GF 6800GT. One person said it also works perfecly on Radeon 9800Pro. However, three other "testers" said they see no MSAA effect on various Radeons (9800Pro, 9600XT, some FireGL).
Some results (radeon, radeon-4xAA, geforce, geforce-4xAA):
The radeon results are different, but I can't say that they're differ in "quality". It seems that samples are offset - like backbuffer-to-RT StretchRect would take only one sample or something.
Any ideas?
What I'm doing is:
* render to MSAA'd backbuffer (A8R8G8B8, RGBE8 encoding)
* StretchRect to same sized RT (using D3DTEXF_NONE - maybe filter is the problem?)
* Do all this HDR stuff (tone mapping, blooms etc.)
* Finally, draw fullscreen quad over the backbuffer
MSAA works perfectly on my GF 6800GT. One person said it also works perfecly on Radeon 9800Pro. However, three other "testers" said they see no MSAA effect on various Radeons (9800Pro, 9600XT, some FireGL).
Some results (radeon, radeon-4xAA, geforce, geforce-4xAA):
The radeon results are different, but I can't say that they're differ in "quality". It seems that samples are offset - like backbuffer-to-RT StretchRect would take only one sample or something.
Any ideas?