   Render Targets and Antialiasing (DX9)
  MorningI'm trying to render my scene to an RGBA texture so I can get the alpha channel. Problem is I need to have Anitialiasing on and from what I can tell so far you can't do AA on a texture.I looked into IDirect3DDevice9::CreateRenderTarget which can create an AA surface but I can't find any way of creating a texture object from a surface.  And I don't want to use this surface and just copy it to the back buffer as I want to apply the R2T texture to a screen aligned quad so I can render it using a shader for special effects.Any ideas?Cheers   
  What you can do is use StretchRect() to copy from the AA buffer to a non-AA texture.   ;  But StretchRect is for copying surfaces to surfaces, and I'm yet to find a way of converting a surface to a texture (the other way is easy) so I can use it as the source in shader operations.It must be possible to do it, think of all the games out today using post processing effects on the whole scene.[edit]Actually, I suppose I just create a target texture and get it's surface pointer, then copy the source surface the the target's surface.   ;  Ok, I was being retarded, that's exactly how to do it. Cheers Adam.   ;  Ok, I was being retarded, that's exactly how to do it. Cheers Adam.   