Jump to content
  • Advertisement

Archived

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

_sudo

z-buffering woes

This topic is 5600 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

For some reason Z-Buffering isn''t working, polygons appear in the order they are drawn, regardless of depth. Does this code properly set up the Z-Buffer or am I missing something: someDevice->SetRenderState( D3DRS_ZENABLE, TRUE ); and then every frame I call: someDevice->Clear( 0, NULL, D3DCLEAR_ZBUFFER | D3DCLEAR_TARGET, 0x00000000, 1.0f, 0 ); there''s probably some stupid omission on my part, but I''ve been looking for about an hour and I haven''t been able to find anything. _sudo

Share this post


Link to post
Share on other sites
Advertisement
Make sure that you create your device with Z-buffering by setting the D3DPRESENT_PARAMETERS EnableAutoDepthStencil to TRUE.

Also, remember that not every video card can support Z-buffering. You should use CheckDeviceFormat() and CheckDepthStencilMatch() to find out whether Z-buffering is available for the current video card and settings.

Share this post


Link to post
Share on other sites
Did you set EnableAutoDepthStencil in the D3DPRESENT_PARAMETERS setup? Without that (and the accompanying AutoDepthStencilFormat), depth buffering won't work.

EDIT: I love it when posting errors out 2 or 3 times. You wind up looking like an idiot.


[edited by - Dave Hunt on January 23, 2003 12:05:27 AM]

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.

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!