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TheQaa

Member Since 15 Nov 2012
Offline Last Active Nov 18 2012 05:14 AM

Posts I've Made

In Topic: Z-fighting & the depthtest

18 November 2012 - 03:46 AM

Thanks for your reply,
with your settings, the z-fighting in the clouds is gone, but when terrain and clouds are intersecting there are still some problems.

http://img28.imageshack.us/img28/6195/cloudsfighting1.png

The depthbuffer description is following:

dsDesc.DepthEnable = true;
dsDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL; // or D3D11_DEPTH_WRITE_MASK_ZERO
dsDesc.DepthFunc = D3D11_COMPARISON_LESS;
dsDesc.StencilEnable = true;
dsDesc.StencilReadMask = 0xFF;
dsDesc.StencilWriteMask = 0xFF;
dsDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
dsDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_INCR;
dsDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
dsDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
dsDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
dsDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_DECR;
dsDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
dsDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;

Maybe i missed something?

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