New answers tagged antialiasing
First of all your hardware has to support MultiSampling. You can check this with the below property. GraphicsAdapter.CheckDeviceMultiSampleType In addition to enabling it for the back buffer graphics.PreferMultiSampling = true; You can create a new RasterizerState that has the field MultiSampleAntiAlias set to true and pas this into SpriteBatch.Begin. ...
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