I found out what it meants, basically I can not do MSAA without disabling depth buffers. More info on this can be found here: http://www.catalinzima.com/tutorials/deferred-rendering-in-xna/
Solving XNA 3.0 InvalidOperationException
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24-06-2022 - |
سؤال
I am trying out MSAA (multisampling Antialiasing) in xna 3.0 but I keep getting this error message during runtime and it happens everytime I put:
Graphics.PreferMultiSampling = true;
The message reads: "The active render target and depth stencil surface must have the same pixel size and multisampling type"
Does anyone know how to get rid of this error?
المحلول
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