Hi, I’m trying to get MSAA to work in my 3D OpenGL-based project but it’s not doing anything.
m_GraphicsDeviceManager = new GraphicsDeviceManager(game);
m_GraphicsDeviceManager.GraphicsProfile = GraphicsProfile.HiDef;
m_GraphicsDeviceManager.PreferMultiSampling = true;
m_GraphicsDeviceManager.ApplyChanges();
This has no effect. I also tried subscribing to PreparingDeviceSettings and setting MultiSampleCount but that also did nothing.
Any idea why this isn’t working?
GraphicsAdapter.CheckDeviceMultiSampleType
Will tell you if your setup supports mulit-sampling
Then make sure all your RasterizerStates have MultiSampleAntiAlias set
If you are setting the properties in the constructor try setting them in the Initialize method. OpenGL can be funny that way.
You may need to apply this pull request:
MonoGame:develop
← sk-zk:desktopgl-enable-multisampling
opened 02:59PM - 29 Aug 20 UTC
Oh this is probably the problem. Unfortunately I’m not using the source at the moment, just the library that comes with the VS template. I guess I’ll have to swap over to building the source myself.