Okay folks - after sifting through the SDK, the MSDN newsgroups, various books, website articles, and so on, I am no closer to finding a full and complete explanation to the process behind multisample antialiasing via the D3D interface. I know roughly how it works (from reading the various aforementioned material) but I really want to know the fundamental differences between how MSAA is applied with regards to the DX, NVIDIA, ATI, OpenGL methods.
The reason why I'm asking is that I'm currently working on a big update to our hardware vocabulary (link); there is much in there that I find highly unsatisfactory but I was running out of time with it to meet an important deadline. Any help would be greatly appreciated - you can email me via neeyik@futuremark.com if you do not wish for your comments to be public. Yes I know there are parts of the vocab that are actually wrong...this is what I'm working on to correct!
The reason why I'm asking is that I'm currently working on a big update to our hardware vocabulary (link); there is much in there that I find highly unsatisfactory but I was running out of time with it to meet an important deadline. Any help would be greatly appreciated - you can email me via neeyik@futuremark.com if you do not wish for your comments to be public. Yes I know there are parts of the vocab that are actually wrong...this is what I'm working on to correct!