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RenderStateManager.MultiSampleMask Property (Microsoft.DirectX.Direct3D)

Retrieves or sets a render state that enables use of a multisample buffer as an accumulation buffer.

Definition

Visual Basic Public Property MultiSampleMask As Integer
C# public int MultiSampleMask { get; set; }
C++ public:
property int MultiSampleMask {
        int get();
        void set(int value);
}
JScript public function get MultiSampleMask() : int
public function set MultiSampleMask(int);

Property Value

System.Int32
Integer value that represents the multisample mask to set or retrieve.

This property is read/write. 

Remarks

The default value is 0xFFFFFFFF.

This render state allows multipass rendering of geometry, in which each pass updates a subset of samples. The state has no effect when rendering to a single sample buffer.

Each bit in the MultiSampleMask, starting at the least significant bit (LSB), controls modification of one of the samples in a multisample render target. Thus, for an 8-sample render target, the low byte contains the eight write enables for each of the eight samples. This property enables use of a multisample buffer as an accumulation buffer. If there are n multisamples and k enabled samples, the resulting intensity of the rendered image should be k/n. Each component RGB of every pixel is factored by k/n.

See Also