My anti-aliasing is not working in MonoGame. I'm not sure if I'm doing something wrong. See the image below (rotating the screen -- coordinates are all overlapping/adjacent, so should blend them):
https://i.stack.imgur.com/lcd2G.jpg
On the ctor of my Game, I have the following:
Graphics = new GraphicsDeviceManager( this )
{
PreferredBackBufferHeight = 720,
PreferredBackBufferWidth = 1280,
PreferMultiSampling = true
};
Graphics.ApplyChanges();
Which, should enable Anti-Aliasing. Further, I have:
GraphicsDevice.RasterizerState = new RasterizerState()
{
CullMode = CullMode.None,
MultiSampleAntiAlias = true,
};
TileMeshEffect.CurrentTechnique.Passes[0].Apply();
GraphicsDevice.SetVertexBuffer( TileMeshVertexBuffers[Coordinate] );
GraphicsDevice.DrawPrimitives( PrimitiveType.TriangleList, 0, TileMeshVertexBuffers[Coordinate].VertexCount / 3 );
Right as I'm rendering the Mesh, which should, I would think, do everything necessary. I was able to confirm via debugger that both are set, and that furthermore, the number of passes was 4 (GraphicsDevice.PresentationParameters.MultiSampleCount).
Any clue what I'm doing wrong?