Jump to content

  • Log In with Google      Sign In   
  • Create Account

Banner advertising on our site currently available from just $5!

1. Learn about the promo. 2. Sign up for GDNet+. 3. Set up your advert!


Member Since 08 Sep 2011
Offline Last Active Today, 12:47 PM

Topics I've Started

Porting Havok to PhysX: capsules

15 April 2013 - 12:58 PM

Edit: nevermind, stupid question.

SetClipPlane weirdness

23 August 2012 - 07:44 PM

I'm developing a game, and I use user clip planes to render water reflections. Normally the code runs fine, but randomly it fails to work (no clipping at all). The calls to SetClipPlane and SetRenderState(D3DRS_CLIPPLANEENABLE, D3DCLIPPLANE0) succeed, GetClipPlane and GetRenderState report that the clip plane is active and has the correct values... but it just doesn't clip anything.
This happens to me and 2 other users (all 3 with an AMD graphics card) - is there an issue with how it's implemented in the AMD driver? Is there a hack that I have to use to make it work (I have already tried this, to no avail)?

I'm not sure if it's relevant, but SetClipPlane doesn't seem to work with the reference rasterizer. Ever.
And yes, I am aware that I can achieve the same result with texkill/clip in the Pixel Shader, but the thread is not about that. Posted Image

Thanks in advance.

Propagating D3DXMATRIX rotation

08 September 2011 - 05:51 PM

I have a function that looks like this:
void Entity::OnRotate(D3DXMATRIX *prevRot, D3DXMATRIX *curRot)
and gets called when an entity is rotated. The first parameter is the rotation matrix before the rotation, the second one is the matrix after the rotation.
Supposing I have several entities "attached" to this entity, and I want them to rotate together with it, what is a good way to apply he same rotation to them? It'd be a hell of a lot simpler if I received the actual rotation performed as a parameter, but unfortunately I can't change the API.
Is there a D3D function that can help me or I have to use custom calculations?

Thanks in advance