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Member Since 19 Oct 2005
Offline Last Active Aug 25 2016 02:15 PM

Posts I've Made

In Topic: D3D11_RASTERIZER_DESC DepthClipEnable

14 April 2011 - 10:35 AM

OK, I looked at that GDC presentation and I think I have an idea of where you might see a difference here.

By default, the viewport covers the entire with and height of the render target as well as the entire range of Z values in the interval [0,1].

Try changing to a non-default viewport that covers only a portion of the depth range, say [0,0.5]. Then toggle the DepthClipEnable flag in the rasterizer state. Do you get different results for primitives that have depth values in the interval [0.5,1]?

In Topic: D3D11_RASTERIZER_DESC DepthClipEnable

11 April 2011 - 04:37 PM

Tordin, I believe what you're talking about is the DepthEnable value in the depth/stencil description structure used to describe depth/stencil state.

The value in question here is part of rasterization state. At first I thought it might be talking about so-called "guard band clipping", but that generally refers to clipping things off the sides and not via the near/far planes as would be inferred by clipping against depth. I checked my D3D9 pipeline diagram and didn't find this state by an earlier name, so it appears to be a new thing.

In Topic: C++ Mock Object Workshop on January 13th (Murray, UT)

12 January 2010 - 10:32 AM

Just a reminder that this free workshop is tomorrow. We hope to see some new C++ programmers at this workshop.

In Topic: Any Hexagon users out there?

29 August 2009 - 03:14 PM

What didn't you like about it? Was it the workflow?

In Topic: [SlimDX] Trouble with vertex buffers...

29 August 2009 - 03:01 PM

In the March 2009 SlimDX, there is no constructor for a VertexBuffer that takes no arguments.

What version of SlimDX are you using?