D3DMMULTISAMPLE_TYPE

Windows Mobile 6.5
A version of this page is also available for
4/8/2010

This enumeration defines levels of full-scene multisampling that the device can apply.


typedef enum _D3DMMULTISAMPLE_TYPE {
  D3DMMULTISAMPLE_NONE        = 0,
  D3DMMULTISAMPLE_2_SAMPLES   = 2,
  D3DMMULTISAMPLE_3_SAMPLES   = 3,
  D3DMMULTISAMPLE_4_SAMPLES   = 4,
  D3DMMULTISAMPLE_5_SAMPLES   = 5,
  D3DMMULTISAMPLE_6_SAMPLES   = 6,
  D3DMMULTISAMPLE_7_SAMPLES   = 7,
  D3DMMULTISAMPLE_8_SAMPLES   = 8,
  D3DMMULTISAMPLE_9_SAMPLES   = 9,
  D3DMMULTISAMPLE_10_SAMPLES  = 10,
  D3DMMULTISAMPLE_11_SAMPLES  = 11,
  D3DMMULTISAMPLE_12_SAMPLES  = 12,
  D3DMMULTISAMPLE_13_SAMPLES  = 13,
  D3DMMULTISAMPLE_14_SAMPLES  = 14,
  D3DMMULTISAMPLE_15_SAMPLES  = 15,
  D3DMMULTISAMPLE_16_SAMPLES  = 16,
  D3DMMULTISAMPLE_FORCE_ULONG = 0x7fffffff
} D3DMMULTISAMPLE_TYPE;

D3DMMULTISAMPLE_NONE

No level of full-scene multisampling is available.

D3DMMULTISAMPLE_2_SAMPLES through D3DMMULTISAMPLE_16_SAMPLES

The level of full-scene multisampling that is available.

D3DMMULTISAMPLE_FORCE_ULONG

Forces the compiler to interpret the enumeration as a ULONG value. This value is not used directly in Direct3D Mobile programming.

In addition to enabling full-scene multisampling at IDirect3DMobileDevice::Reset time, there will be render states that turn various aspects on and off at detailed levels.

Multisampling is valid only on a swap chain that is being created or reset with the D3DSWAPEFFECT_DISCARD swap effect.

Headerd3dmtypes.h
Windows Embedded CEWindows CE 5.0 and later
Windows MobileWindows Mobile Version 5.0 and later
Show: