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Multipass texture blending

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When I use multipass texture blending as described in the DirectX SDK documentation it works fine, but only when I use 16bit Z-buffer depth. When I use 32 bit Z-buffer depth, there are always a few pixels where the texture rendered in the first pass appear, without the belended second pass. My card is a Geforce2 MX. Has anybody similar problems? Is it perhaps a general video card problem (with Geforce2 MX)??

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You are right, I do not set the Z bias, but the documentation does not mention that as a necessary thing. When I render the same triangles in the second pass the calculated pixels should have the same Z value as the pixels in the first pass, and so the second pass should be blended right with the default D3DRS_ZFUNC state. Am I right?

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yes, but you should set the D3DRS_ZBIAS value to 1,2,3,4 etc..

your 32Z is higher resolution than your 16Z, thus more errors can occur. Z bias should solve this. You''ll probably find that any card supporting 32Z will have a similar problem.

Jack;

DirectX 4 VB: All you need for multimedia programming in Visual Basic
Formula 1 Championship Manager, My Game Project.

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