Configures MSAA (Multi-Sample Anti-Aliasing) sample count before initializing 3D graphics.
Takes samples integer.
Returns nothing.
3D Graphics
Parameters & Returns
Parameters
samplesInt
Returns
Void
Quick Summary
Configures MSAA (Multi-Sample Anti-Aliasing) sample count before initializing 3D graphics.
Takes samples integer.
Returns nothing.
Technical Exegesis...
Configures MSAA (Multi-Sample Anti-Aliasing) sample count before initializing 3D graphics. Takes samples integer. Must be called BEFORE b3dGraphics3D. Valid values: 1 (disabled), 2, 4, or 8. Invalid values automatically default to 1. Sets g_3D_msaaSampleCount global. MSAA reduces jagged edges by rendering at higher resolution then downsampling. Higher sample counts improve quality but reduce performance. Sample count must be power of 2 up to 8.
Configures MSAA (Multi-Sample Anti-Aliasing) sample count before initializing 3D graphics. Takes samples integer. Must be called BEFORE b3dGraphics3D. Valid values: 1 (disabled), 2, 4, or 8. Invalid values automatically default to 1. Sets g_3D_msaaSampleCount global. MSAA reduces jagged edges by rendering at higher resolution then downsampling. Higher sample counts improve quality but reduce performance. Sample count must be power of 2 up to 8. GPU must support requested sample count - if unsupported, initialization may fail. Default is 1 (no MSAA). Setting applies to main render target and all canvas3D controls. Returns nothing.
This function configures hardware multi-sampling for anti-aliasing. Validation logic: if (samples != 1 && samples != 2 && samples != 4 && samples != 8) samples = 1. Must call before b3dGraphics3D - has no effect after initialization. MSAA renders scene at higher sample count per pixel then resolves to final image. Trade-off: quality vs performance. 8x MSAA = best quality, worst performance. 1x = no MSAA, best performance. Common values: 4x for good balance, 8x for screenshots/high-end. Applies to depth buffer and render targets. MSAA resolved in b3dFlip3D before presenting. Use b3dShowConsoleOutput to verify MSAA initialization. Modern alternative: TAA (Temporal Anti-Aliasing) via post-process shaders.