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#ActualYura

Posted 02 January 2013 - 04:16 AM

For that your need to set your D3DFVF flags right.
Basically, without shaders your CUSTOMVERTEX structure needs to be setup with FVFs in such a manner that the color associated with that vertex gets bypassed.
Check this out for further reference --> http://msdn.microsoft.com/en-us/library/windows/desktop/bb172559(v=vs.85).aspx


It's it! Setting
d3dDevice.VertexFormat = VertexFormat.Position;
is skipping the color and making lines white.

I don't want to trouble you more, but is it possible to make this lines thicker? They are very thin and when i use rotation they are partly absorbed by color triangles:

d3dDevice.SetStreamSource(0, vertices, 0, Marshal.SizeOf(typeof(Vertex)));            d3dDevice.VertexFormat = VertexFormat.Position | VertexFormat.Diffuse;            
d3dDevice.Indices = triangles;            
d3dDevice.DrawIndexedPrimitive(PrimitiveType.TriangleList, 0, 0, totalPointsCount, 0, totalPointsCount / 2);            
d3dDevice.VertexFormat = VertexFormat.Position;          
d3dDevice.Indices = lines;            
d3dDevice.DrawIndexedPrimitive(PrimitiveType.LineList, 0, 0, totalPointsCount, 0, totalPointsCount);

Look at the green side of picture, some lines are missing. They are absorbed


#1Yura

Posted 02 January 2013 - 04:14 AM

For that your need to set your D3DFVF flags right.

Basically, without shaders your CUSTOMVERTEX structure needs to be setup with FVFs in such a manner that the color associated with that vertex gets bypassed.

Check this out for further reference --> http://msdn.microsoft.com/en-us/library/windows/desktop/bb172559(v=vs.85).aspx

 

 

It's it! Setting 

d3dDevice.VertexFormat = VertexFormat.Position;

is skipping the color and making lines white.

 

I don't want to trouble you more, but is it possible to make this lines thicker? They are very thin and when i use rotation they are partly absorbed by color triangles:

d3dDevice.SetStreamSource(0, vertices, 0, Marshal.SizeOf(typeof(Vertex)));

            d3dDevice.VertexFormat = VertexFormat.Position | VertexFormat.Diffuse;
            d3dDevice.Indices = triangles;
            d3dDevice.DrawIndexedPrimitive(PrimitiveType.TriangleList, 0, 0, totalPointsCount, 0, totalPointsCount / 2);

            d3dDevice.VertexFormat = VertexFormat.Position;
            d3dDevice.Indices = lines;
            d3dDevice.DrawIndexedPrimitive(PrimitiveType.LineList, 0, 0, totalPointsCount, 0, totalPointsCount);

 

http://imageshack.us/photo/my-images/27/capture4df.png/

Look at the green side of picture, some lines are missing. They are absorbed


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