I’m working on a project and think I have everything setup to handle Multi-Sampling/Anti-Aliasing, such that I don’t get grid-lines between my triangles (I’m procedurally generating voxels, apparently).
See the image below:
            
In the ctor of my Game class, I have the following:
    Graphics = new GraphicsDeviceManager( this )
    {
        PreferredBackBufferHeight = 720,
        PreferredBackBufferWidth = 1280,
        PreferMultiSampling = true
    };
    Graphics.ApplyChanges();
(I have confirmed that PreferMultiSampling is true thereafter as well – so we should be good in regards to that)
I then have the following on my scene render:
            TileMeshEffect = new BasicEffect( GraphicsDevice );
            GraphicsDevice.RasterizerState = new RasterizerState()
                            {
                                CullMode = CullMode.None,
                                MultiSampleAntiAlias = true,
                            };
            TileMeshEffect.CurrentTechnique.Passes[0].Apply();
            GraphicsDevice.SetVertexBuffer( TileMeshVertexBuffers[Coordinate] );
            GraphicsDevice.DrawPrimitives( PrimitiveType.TriangleList, 0, TileMeshVertexBuffers[Coordinate].VertexCount / 3 );
I’ve confirmed that everything “sticks” in the variables and that GraphicsDevice.PresentationParameters.MultiSampleCount = 4.
So, everything should be good – but I’m still getting Grid lines in between triangles (although, interestingly enough, not in between triangles where they join to form a square).
Any thoughts?
 
              