Jump to content
  • Advertisement

Archived

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

PureMourning

Direct3D 8 + z order

This topic is 5756 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

I am trying to render a multilevel 2d map (ie render tiles on top of each other - higher the tile, the greater the precidence). i have created the render function (using 6 vertices per square tile), but when it draws the ''top'' layer (of 2 in thie case) nothing can be seen of that layer, only the bottom layer. i have tried changing the z values of the seperate layers, but the same thing is shown... could anyone give me any insight into why this might be happening? i checked in the debugger and it -is- creating the vertices correctly and textureing them, but i dont see them thanks in advance PureMourning - rpg2knet.com but this loneliness wont leave me alone

Share this post


Link to post
Share on other sites
Advertisement
If your map has discrete levels, then don''t bother with the z ordering or depth buffer. It is much faster to just draw the bottom layer first and then the others on top.

Share this post


Link to post
Share on other sites
quote:
If your map has discrete levels, then don''t bother with the z ordering or depth buffer. It is much faster to just draw the bottom layer first and then the others on top.

Indeed. That''s what he''ll have to do when rendering transparent tiles too.

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!