I want to use the D3DXFont to draw some texts for my DX9-driven level-editor. Only problem: The text always appears at the top of everything (2d rendering only), no matter what I do. Kind of what you expect since DrawText() doesn't use any "z"-related parameter. I've already set up a working Front-to-back ordered render using the D3DXSPRITE-interface, which I'm also using for the font-rendering:
m_lpFont->DrawText(m_lpD3DSprite, lpText, -1, &winRect, 0, m_Color);
Any chance to order the text to a certain z-value? Maybe some setting for the sprite? If possible I would want to be able to do this without having to render out the sprite (text is drawn all over the place in the code and using only one draw()->end() - sequenz is significantly faster). Any ideas?
Edited by The King2, 27 February 2013 - 01:52 PM.