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Tsus

Member Since 25 Oct 2011
Offline Last Active Yesterday, 06:06 PM

Posts I've Made

In Topic: Depth stencil state issue

05 October 2013 - 01:55 PM

Hi!

 

The black depth channel is somewhat expected, due to the non-linear distribution of the z-values. Right beside the combobox where you selected the "depth" channel, you have a gray bar that allows you to filter the range displayed linearly. There are tiny triangles (top-left at the bar, and bottom-right). These are the lower and upper bounds. You can move them around, so that you have the lower bound around 0.95. That should show you something.

 

On the top left of the window is a small "save" icon. You could save the PIXrun and upload it, so that we might have a look.

Best, Tsus


In Topic: Depth stencil state issue

05 October 2013 - 12:07 PM

Ok. So, with all resources being successfully created and no errors in the output window during draw calls, it's time to use a graphics debugger like PIX.
PIX is contained in the DxSDK and allows you to capture the draw calls and states for a frame (every time you hit F12).
When clicking on a draw call in the list presented to you in PIX, the vertices of the triangles are shown before and after transformation.
If you do a right click on the rendering output you can debug individual pixels and see, why fragments were discarded.

Also, you can dig into the states bound at a draw call.
Hopefully, this sheds some light on the matter.


In Topic: Depth stencil state issue

05 October 2013 - 09:40 AM

Hi eltharynd,

Usually, CPU access flags are not required for the depth buffer.

Try to turn on the debug layer, as eppo suggested. D3D will most probably tell you what is wrong. The behavior you described sounds like invalid parameters. Pass the flag D3D11_CREATE_DEVICE_DEBUG into the Flags parameter of the D3D11CreateDevice call.

Could you check that all your mDevice->Create... methods return S_OK?
If not, the debug layer will tell you in the Output window of visual studio, why the Create-method failed.
(If you run in Debug mode with F5, not Ctrl+F5.)

Clearing structs with ZeroMemory is a good practice (in my eyes). Could you do it for the depth stencil desc, too? (Just to be safe.)

ZeroMemory (&dsDesc, sizeof(D3D11_DEPTH_STENCIL_DESC));


Also, you have some copy paste error when clearing the depth stencil view desc. It should go:

ZeroMemory (&depthStencilViewDesc, sizeof(D3D11_DEPTH_STENCIL_VIEW_DESC));



Just to be safe, set a rasterizer state. Whenever you move code around, you don't want to depend on states of some previous code block.

D3D11_RASTERIZER_DESC rsDesc;
ZeroMemory(&rsDesc, sizeof(D3D11_RASTERIZER_DESC));
rsDesc.CullMode = D3D11_CULL_BACK;
rsDesc.DepthBias = 0;
rsDesc.DepthBiasClamp = 0;
rsDesc.FillMode = D3D11_FILL_SOLID;
rsDesc.AntialiasedLineEnable = false;
rsDesc.DepthClipEnable = true;
rsDesc.FrontCounterClockwise = true;
rsDesc.MultisampleEnable = true;
rsDesc.ScissorEnable = false;
rsDesc.SlopeScaledDepthBias = 0;
if (FAILED(mDevice->CreateRasterizerState(&rsDesc, &mRsBackfaceCulling))) return false;


Then, later:

mDeviceContext->RSSetState(mRsBackfaceCulling);


And don't worry. You'll figure it out.

Best, Tsus
 


In Topic: Depth stencil state issue

05 October 2013 - 04:13 AM

Hi eltharynd!

If you don't need the stencil test, you probably want to disable it.

dsDesc.StencilEnabled = false;

In this case, you can put full precision into the depth value by using a full float for it:

depthTexDesc.Format = DXGI_FORMAT_D32_FLOAT;

 
Currently, your depth testing function permits all fragments to be written. Instead, let only fragments through that have a smaller depth value.

dsDesc.DepthFunc = D3D11_COMPARISON_LESS_EQUAL;

 
It might be just due to copy-pasting into the browser, but did you use the correct depth stencil view description, when creating the depth stencil view? (2nd argument changed)

mDevice->CreateDepthStencilView(depthStencilTexture, &depthStencilViewDesc, &mDepthStencilView);

I guess you did, but for completeness I'm just saying it: You bound your depth buffer like so, right?

ID3D11RenderTargetView* rtvs[] = { mRenderTargetView_Backbuffer };
ImmediateContext->OMSetRenderTargets(1, rtvs, mDepthStencilView);

Do you clear the depth stencil view before drawing?

mImmediateContext->ClearDepthStencilView(mDepthStencilView, D3D11_CLEAR_DEPTH, 1, 0);

Also, were all your resources successfully created? (That is, they are not NULL?)

Best, Tsus


In Topic: blending question

17 May 2013 - 01:24 AM

Hi!

Will your float texture ever contain negative values?

It's not strikingly elegant, but: in case you need to clear a pixel, you could write out a large negative value, giving you after the additive blending something that is smaller than zero.

When you use the texture later, you could clamp the value again up to zero: max(0, texture_color).


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