Original Post
Hi, as far as I have understand, D3D9 doesn't support MSAA when rendering in a texture. Well, fair enough, I don't mind! However were it's a problem for me it's when I use MSAA to render in the framebuffer and I get an error when I render in a texture in a two passes process. First pass, I render to a texture and get and error at clear function call: "MultiSampleType between DepthStencil Buffer and RenderTarget must match." Second pass, I render to the framebuffer. If I just apply the second pass I have no error and the anti aliasing works. (but doesn't really looks good enough...) Thanks again!