I want to add multisampling to my C++ DirectX10 application (without DXUT).
I increased to a valid value SampleDesc.Count and SampleDesc.Quality for the swapchain first. DirectX stopped at OMSetRenderTargets so i added the same thing in my depth texture description, and added D3D10_DSV_DIMENSION_TEXTURE2DMS in my render target view and depthstencil view description and everything worked fine, and looked much better.
I now wonder why I can create multisampled version of every texture, since my primary goal is only to achieve an effective fullscreen antialiasing. I am right to apply it only on the depth/stencil texture? If I use a multisampled texture in my shaders, will this apply antialiasing on the texture itself or it is used for something completely different? Isn't making the texture look better the job of the texture filtering?
Another thing, I want to use CreateShaderResourceView to have a resource view of the depth texture in order to do some shadow mapping, but with multisampling on I just keep getting E_INVALIDARG. I tried D3D10_DSV_DIMENSION_TEXTURE2D and D3D10_DSV_DIMENSION_TEXTURE2DMS as the view dimension, but no help.