Jump to content
  • Advertisement


This topic is now archived and is closed to further replies.



This topic is 5751 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts Something is wrong, but what? Here is my init code: D3DDISPLAYMODE d3ddm; if( FAILED( g_pD3D->GetAdapterDisplayMode( D3DADAPTER_DEFAULT, &d3ddm ) ) ) return false; D3DPRESENT_PARAMETERS d3dpp; ZeroMemory( &d3dpp, sizeof(d3dpp) ); d3ddm.Format = D3DFMT_R5G6B5; d3ddm.Width = width; d3ddm.Height = height; d3dpp.Windowed = TRUE; d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; d3dpp.BackBufferFormat = d3ddm.Format; d3dpp.BackBufferCount = 1; d3dpp.BackBufferWidth = d3ddm.Width; d3dpp.BackBufferHeight = d3ddm.Height; d3dpp.hDeviceWindow = hWnd; d3dpp.EnableAutoDepthStencil = TRUE; d3dpp.AutoDepthStencilFormat = D3DFMT_D16; if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &d3dpp, &g_pD3DDevice))) { return false; } g_pD3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW); g_pD3DDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID); g_pD3DDevice->SetRenderState(D3DRS_NORMALIZENORMALS, TRUE); g_pD3DDevice->SetRenderState( D3DRS_DITHERENABLE, TRUE ); g_pD3DDevice->SetRenderState( D3DRS_ZENABLE, TRUE ); g_pD3DDevice->SetRenderState( D3DRS_AMBIENT, 0xF0202020); g_pD3DDevice->SetRenderState( D3DRS_LIGHTING, FALSE); [edited by - Zoot on October 20, 2002 3:08:20 PM]

Share this post

Link to post
Share on other sites
So what''s the problem? - some pixels being drawn in the wrong Z order ?

Try decreasing the value of the far clip plane or increasing the value of the near clip plane used to build your projection matrix. Z buffers aren''t linear - 90% of their precision is in the first 10% of the distance between the near and far clip planes!.

A temporary fix would be to change the Z buffer depth from D16 to something higher like D24 (depending on whether your hardware supports it with your backbuffer mode...)

Simon O''Connor
Creative Asylum Ltd

Share this post

Link to post
Share on other sites

  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!