I am creating a small game engine in Direct X 11 which is going great but i noticed that 3D objects as well as 2D Objects seem very rough around the edges when rendering. I previously came from Direct X 9 and this issue did not exist there. I was wondering how can I properly enable anti aliasing or some kind of multi-sampling so that my textures don't come out with jagged edges.
swapChainDesc.SampleDesc.Count = 2;
swapChainDesc.SampleDesc.Quality = 0;
depthBufferDesc.SampleDesc.Count = 2;
depthBufferDesc.SampleDesc.Quality = 0;
These are the count and quality combinations but no matter what setting is here there is no visual difference or Direct3D will fail to create the device. My GPU is not overwriting anything since the settings are designed to use whatever the application decides.