So this is a continuation of a question I asked earlier today. I've built myself some nice looking ribbon trails using XNA 3.1's DrawUserPrimitives method, essentially by expanding a polygon as motion occurs. It all looks super sleek and nice, except for one thing - anti-aliasing. I cannot for the life of me work out how to apply it.
I've set this in the game constructor:
graphics.PreferMultiSampling = true;
And I've also added this to test for the hardware:
graphics.PreparingDeviceSettings += new EventHandler<PreparingDeviceSettingsEventArgs>((sender, e) =>
{
PresentationParameters parameters = e.GraphicsDeviceInformation.PresentationParameters;
parameters.MultiSampleQuality = 0;
#if XBOX
pp.MultiSampleType = MultiSampleType.FourSamples;
return;
#else
int quality;
GraphicsAdapter adapter = e.GraphicsDeviceInformation.Adapter;
SurfaceFormat format = adapter.CurrentDisplayMode.Format;
if (adapter.CheckDeviceMultiSampleType(DeviceType.Hardware, format, false, MultiSampleType.FourSamples, out quality))
{
parameters.MultiSampleType = MultiSampleType.FourSamples;
}
else if (adapter.CheckDeviceMultiSampleType(DeviceType.Hardware, format, false, MultiSampleType.TwoSamples, out quality))
{
parameters.MultiSampleType = MultiSampleType.TwoSamples;
}
#endif
});
By adding some print lines, I know my hardware can support 4 sample AA, but this all seems to make no difference. I just can't seem to get this to work.
Here's a screenshot of one of my trails with all of that code applied:
I'd really appreciate some help. I looked at this a while ago for a solution to a different problem, and couldn't get it to work then, either.
Well, cheers.