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feat(rendering): Add support for multi sample anti-aliasing (MSAA) #2454
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@@ -761,6 +761,9 @@ void W3DDisplay::init() | |
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| // TheSuperHackers @feature Mauller 13/03/2026 Add native MSAA support, must be set before creating render device | ||
| WW3D::Set_MSAA_Mode(WW3D::MULTISAMPLE_MODE_NONE); | ||
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There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. This is where #2375 will plug in right? Right now this line does nothing?
Author
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Yes this will be where external code will set the MSAA level, likewise external code also needs to call get_MSAA_Mode after the display is created to check what mode was set etc. There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Perhaps set this to DEFAULT_MSAA ?
Author
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. That's a Direct3D enumeration within directx wrapper, im going to follow this up soon with the changes needed to link it into options.ini. i can also add in defaults for MSAA based on the presets too. Medium 2x. High 4x seem reasonable? leave 8x as a custom option since it can be quite taxing. |
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| renderDeviceError = WW3D::Set_Render_Device( | ||
| 0, | ||
| getWidth(), | ||
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