Original Post
Hi, I have been wondering how to antialias this little DirectX 9 program of mine. I have three vertices defined like this to make a simple triangle: LPDIRECT3DVERTEXBUFFER9 p_dx_VertexBuffer; cv_Vertices[0].x = 5.0f; cv_Vertices[0].y = 10.0f; cv_Vertices[0].z = 0.0f; cv_Vertices[0].color = 0xffffffff; cv_Vertices[1].x = 10.0f; cv_Vertices[1].y = 0.0f; cv_Vertices[1].z = 0.0f; cv_Vertices[1].color = 0xffffffff; cv_Vertices[2].x = 0.0f; cv_Vertices[2].y = 0.0f; cv_Vertices[2].z = 0.0f; cv_Vertices[2].color = 0xffffffff; And then I draw them to a windowed DirectX scene using p_dx_Device->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 1); Is it possible to make an antialias filter (pref. supersampling) using HLSL to smooth the edges that are visible when this triangle rotates? Thank you very much in advance :)