I am hoping this is a easy answer to an easy question which I cannot find an answer to.
How do I access the front buffer in Directx 11 / DXGI? I have found in Directx 9 you can use GetFrontBufferData() and you can use GetBuffer() in Directx 11 to get access to the backbuffer but there are problems with this. The backbuffer doesn't have calculations done to it that the front buffer does.
So I was wondering if there is something I am missing.
I could try using GetDisplaySurfaceData and unless I have mis-understood something then it wouldn't work because I am not always in full-screen mode.
Edit: Could someone let me know how the GetBuffer works in SwapChain for Directx 11. As I have read that antialiasing only occurs on the front buffer and never a backbuffer. Is 0 the first backbuffer? (Microsoft state that you can only use 0 in certain instances.)
Is it possible at all to get the Front Buffer in Directx 11?
Many thanks,