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DarkRonin

Member Since 06 Oct 2006
Offline Last Active Sep 19 2016 08:38 PM

Posts I've Made

In Topic: Basic multithread question

18 September 2016 - 02:53 AM

Nice! That looks like exactly what I am looking for!

Thanks heaps :)

In Topic: 8x FSAA vs 8x MSAA

29 August 2016 - 04:16 AM

Oddly enough, this might be a hardware/driver thing. I pushed the samples back to 4x and the image improved drastically.

In Topic: Depth buffer not working

16 August 2016 - 03:51 PM

hmmm...that's a trip.you're right. I don't like the way that looks, even though it's correct. Doesn't read well. 


HRESULT test_okay = S_OK; // == 0L
 
if (test_okay)
   MessageBox(0, L"not okay", L"fail", 0);
else
   MessageBox(0, L"okay", L"good", 0); // <---- this path is traveled 
Clearly I don't understand what I'm talking about.+1 for getting it working.Probably still should be using the FAILED or SUCCEEDED macro because we're looking for negative fail values,and as you said, zero on success.but if it's not broke... :)


Yeah, I see your point. I just looked up the macro and anything negative is a fail, so positive values will possibly give a false fail.

In Topic: Depth buffer not working

16 August 2016 - 02:27 AM

Just worked out what was going on.

I had another call to OMSetRenderTargets() in my render target manager, but the last parameter was set to zero, causing the depth buffer to no longer be associated with the target.

In Topic: Depth buffer not working

16 August 2016 - 01:42 AM

// you see you're failing creation here when you 'do not' get your message box // if (!) then log fail if (d3dDevice->CreateTexture2D(&descDepth, NULL, &pDepthStencil)) { MessageBox(NULL, "Failed to create depth buffer", "Error", NULL); return 1; }


The functions return zero on success, so the code is actually correct on that front.

I tried playing with the SampleDesc count, but changing that does result in an error as it needs to match the backbuffer SampleDesc count.

So, still no closer I'm afraid.

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