I realise that AntiAliasing with render surfaces doesn't happen... but could I render to the main buffer, and then blit the filtered scene to a rendersurface? (obviously, the main buffer is the same size as the rendersurface)
Most importantly - will it still blit properly if the rendersurface has been initialised with CONST_TV_RENDERSURFACEFORMAT.TV_TEXTUREFORMAT_A8R8G8B8? which I have had to do.
Ultimately - I'm trying to create a pixel array of the
anti aliased mainbuffer with
rendersurface.BltFromMainBuffer
TextureFactory.LockTexture rendersurface.GetIndex(), True
TextureFactory.GetPixelArray rendersurface.GetIndex(), 0, 0, 720, 576, array(0)
TextureFactory.UnlockTexture rendersurface.GetIndex()
The array() should (in theory) contain the bit pattern of the main buffer - but it doesn't. If I render directly to the rendersurface it all works but without the anti aliasing. I suspect the texture format is messing things up - Any suggestions?

Thanks as always chaps!