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Zbuffers and multiple passes

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Leave it enabled and use D3DCMP_LESSEQUAL or D3DCMP_EQUAL for your Z comparison.

Pass 1 writes to the Z buffer

Pass 2 tests the Z buffer, and if the Z of the new pixels is equal to the Z of the existing pixels (it will be since you''re passing the *same* polygons) then the 2nd pass gets written.

Simon O''Connor
Creative Asylum Ltd

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