public override void SwapBuffers( bool waitForVSync )
{
//// Only needed if we have to blit from AA surface
if ( this.FSAA > 0 )
{
XnaRenderSystem rs = (XnaRenderSystem)Root.Instance.RenderSystem;
// TODO: Implement XnaRenderSystem.IsDeviceLost
//if ( rs.IsDeviceLost )
//{
// return;
//}
XnaHardwarePixelBuffer buf = (XnaHardwarePixelBuffer)this.pixelBuffer;
// TODO: Implement rs.Device.StretchRect()
// rs.Device.StretchRect(buf.FSAASurface, 0, buf.Surface, 0, D3DTEXF_NONE);
// if (FAILED(hr))
// {
// OGRE_EXCEPT(Exception::ERR_INTERNAL_ERROR,
// "Unable to copy AA buffer to final buffer: " + String(DXGetErrorDescription9(hr)),
// "D3D9RenderTexture::swapBuffers");
// }
}
}