So, I'm doing a tree like mesh generator using Directx 9 with vertex and index buffer objects and I'm getting terrible z buffer testing with it. I'm not even sure what this is related too, maybe someone can point out where to start tweaking?

I leave some code that might be relevant to the viewer:
[source lang="cpp"]D3DDISPLAYMODE d3ddm;g_pD3D->GetAdapterDisplayMode( D3DADAPTER_DEFAULT, &d3ddm );g_d3dpp.Windowed = TRUE;g_d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;g_d3dpp.MultiSampleType = D3DMULTISAMPLE_8_SAMPLES;g_d3dpp.BackBufferFormat = d3ddm.Format;g_d3dpp.EnableAutoDepthStencil = TRUE;g_d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8;g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;[/source]
AutoDepthStencilFormat seems to be very relevant but i cant go higher than D24 or my app crashes in stuff like:
[source lang="cpp"]d3dDevice->SetRenderState(D3DRS_ZENABLE,true);[/source]
I have these two guys enabled:
[source lang="cpp"]d3dDevice->SetRenderState(D3DRS_ZENABLE,true);d3dDevice->SetRenderState(D3DRS_ZWRITEENABLE,true);[/source]
I have also tried tweeking the near and far planes of my frustrum in:
[source lang="cpp"]D3DXMatrixPerspectiveFovRH[/source]
But I don't getter better results. Don't know where else to tweak.
Thanks for your help.
Edited by toglia3d, 09 December 2012 - 08:49 AM.






