Some answers for you.
If blitz is using something like:
Then this should be changed to:
If DDSCAPS_3DDEVICE is set then you can use DDSCAPS2_HINTANTIALIASING like so...
This is the correct way to enable AA in DX7.
Further reading: http://www.blitzbasic.com/Community/posts.php?topic=40848
Can we have better filtering and AA please as blitz looks kind of nintendo 64ish and there's no call for it.
If blitz is using something like:
surfaceDesc.ddsCaps.dwCaps = DDSCAPS_VIDEOMEMORY | DDSCAPS_PRIMARYSURFACE;
Then this should be changed to:
If DDSCAPS_3DDEVICE is set then you can use DDSCAPS2_HINTANTIALIASING like so...
surfaceDesc.ddsCaps.dwCaps = DDSCAPS_VIDEOMEMORY | DDSCAPS_PRIMARYSURFACE | DDSCAPS2_HINTANTIALIASING | DDSCAPS_3DDEVICE;
Note If your application will use antialiasing, it should create the render-target surface with the DDSCAPS2_HINTANTIALIASING capability flag. Applications that omit the flag might suffer from poor performance when antialiasing is enabled, or might not receive antialiasing serices at all.
This is the correct way to enable AA in DX7.
Further reading: http://www.blitzbasic.com/Community/posts.php?topic=40848
Can we have better filtering and AA please as blitz looks kind of nintendo 64ish and there's no call for it.