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?