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MadProgrammer

Zbuffer not Zbuffering in D3D 9

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my zbuffer isn''t working.... anyone know why? code: #include <d3dx9.h> #define WIN32_LEAN_AND_MEAN #define WIN32_EXTRA_LEAN #define D3DFVF_D3DVertex (D3DFVF_XYZ | D3DFVF_DIFFUSE) #define SCREEN_WIDTH 1280 #define SCREEN_HEIGHT 1024 bool initD3D(HWND hWnd); void setRotation(); void setCamera(); void setPerspective(); void think(); void render(); void shutdownD3D(); bool loadObjects(); void unloadObjects(); LPDIRECT3D9 d3d_object = 0; LPDIRECT3DDEVICE9 d3d_device = 0; LPDIRECT3DVERTEXBUFFER9 d3d_vertexbuff = 0; struct VERTEX { float x, y, z; DWORD color; }; LRESULT CALLBACK WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) { if(msg == WM_KEYDOWN) { if(wParam == VK_ESCAPE) PostQuitMessage(0); } else if(msg == WM_CLOSE) { PostQuitMessage(0); } return DefWindowProc(hWnd, msg, wParam, lParam); } int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd) { MSG msg; HWND hWnd; WNDCLASSEX winClass; winClass.cbSize = sizeof(WNDCLASSEX); winClass.style = CS_HREDRAW | CS_VREDRAW; winClass.lpfnWndProc = WndProc; winClass.cbClsExtra = 0; winClass.cbWndExtra = 0; winClass.hInstance = hInstance; winClass.hIcon = LoadIcon(0, IDI_APPLICATION); winClass.hIconSm = LoadIcon(0, IDI_APPLICATION); winClass.hCursor = LoadCursor(0, IDC_ARROW); winClass.hbrBackground = 0; winClass.lpszMenuName = 0; winClass.lpszClassName = "RubiksCube"; if(!RegisterClassEx(&winClass)) return 0; // that''s not good hWnd = CreateWindowEx(0, "RubiksCube", "Rubiks Cube", WS_OVERLAPPEDWINDOW | WS_VISIBLE | WS_SYSMENU | WS_CLIPCHILDREN | WS_CLIPSIBLINGS, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0, hInstance, 0); if(!hWnd) return 0; // that''s not good either ShowWindow(hWnd, SW_SHOW); UpdateWindow(hWnd); if(!initD3D(hWnd)) return 0; // that''s bad, too if(!loadObjects()) return 0; // could not load objects while(1) { if(PeekMessage(&msg, 0, 0, 0, PM_REMOVE)) { if(msg.message == WM_QUIT) break; else { TranslateMessage(&msg); DispatchMessage(&msg); } } else { think(); render(); } } unloadObjects(); shutdownD3D(); UnregisterClass("RubiksCube", hInstance); return msg.wParam; } bool initD3D(HWND hWnd) { D3DDISPLAYMODE d3d_displaymode; D3DPRESENT_PARAMETERS d3d_params; D3DCAPS9 d3d_caps; ZeroMemory(&d3d_displaymode, sizeof(d3d_displaymode)); ZeroMemory(&d3d_params, sizeof(d3d_params)); ZeroMemory(&d3d_caps, sizeof(d3d_caps)); d3d_object = Direct3DCreate9(D3D_SDK_VERSION); if(!d3d_object) { MessageBox(hWnd, "Could not initialize Direct3D 9!", "Error", MB_OK); return false; } if(FAILED(d3d_object->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &d3d_displaymode))) { MessageBox(hWnd, "Error setting the display mode!", "Error", MB_OK); return false; } if(FAILED(d3d_object->GetDeviceCaps(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, &d3d_caps))) { MessageBox(hWnd, "Error retrieving device capabilities!", "Error", MB_OK); return false; } DWORD vertexProcessing = 0; if(d3d_caps.VertexProcessingCaps) vertexProcessing |= D3DCREATE_HARDWARE_VERTEXPROCESSING; else vertexProcessing |= D3DCREATE_SOFTWARE_VERTEXPROCESSING; d3d_params.Windowed = false; d3d_params.BackBufferWidth = SCREEN_WIDTH; d3d_params.BackBufferHeight = SCREEN_HEIGHT; d3d_params.SwapEffect = D3DSWAPEFFECT_DISCARD; d3d_params.BackBufferFormat = d3d_displaymode.Format; d3d_params.BackBufferCount = 1; d3d_params.EnableAutoDepthStencil = TRUE; d3d_params.AutoDepthStencilFormat = D3DFMT_D16; if(FAILED(d3d_object->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, vertexProcessing, &d3d_params, &d3d_device))) { MessageBox(hWnd, "CreateDevice() Failed!", "Error", MB_OK); return false; } if(!d3d_device) { MessageBox(hWnd, "No Direct 3D Device!", "Error", MB_OK); return false; } d3d_device->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE); d3d_device->SetRenderState(D3DRS_LIGHTING, false); d3d_device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); setPerspective(); return true; } void setPerspective() { D3DXMATRIXA16 projection; D3DXMatrixPerspectiveFovLH(&projection, 1.0f, 1.0f, 0.0f, 500.0f); d3d_device->SetTransform(D3DTS_PROJECTION, &projection); } void setRotation() { static float ang = 0.0f; ang += 0.01f; ang = (float)fmod(ang, 2 * 3.14159f); D3DXMATRIXA16 worldMatrix; D3DXMatrixRotationZ(&worldMatrix, 0.0f); d3d_device->SetTransform(D3DTS_WORLD, &worldMatrix); } void setCamera() { static float ang = 0.0f; ang += 0.01f; ang = (float)fmod(ang, 2 * 3.14159f); D3DXMATRIXA16 viewMatrix; D3DXVECTOR3 eye(5.0f * (float)cos(ang), 0.0f, 5.0f * (float)sin(ang)); D3DXVECTOR3 lookAt(0.0f, 0.0f, 0.0f); D3DXVECTOR3 up(0.0f, 1.0f, 0.0f); D3DXMatrixLookAtLH(&viewMatrix, &eye, &lookAt, &up); d3d_device->SetTransform(D3DTS_VIEW, &viewMatrix); } void think() { } void render() { d3d_device->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0); d3d_device->BeginScene(); setRotation(); setCamera(); d3d_device->SetStreamSource(0, d3d_vertexbuff, 0, sizeof(VERTEX)); d3d_device->SetFVF(D3DFVF_D3DVertex); d3d_device->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 2); d3d_device->DrawPrimitive(D3DPT_TRIANGLELIST, 6, 2); d3d_device->EndScene(); d3d_device->Present(0, 0, 0, 0); } void shutdownD3D() { if(d3d_device) { d3d_device->Release(); d3d_device = 0; } if(d3d_object) { d3d_object->Release(); d3d_object = 0; } } bool loadObjects() { VERTEX cube[12] = {{-1.0f, 1.0f, 1.0f, D3DCOLOR_XRGB(0, 0, 255)}, // face 1 { 1.0f, 1.0f, 1.0f, D3DCOLOR_XRGB(255, 255, 255)}, { 1.0f, -1.0f, 1.0f, D3DCOLOR_XRGB(0, 0, 255)}, {-1.0f, 1.0f, 1.0f, D3DCOLOR_XRGB(0, 0, 255)}, { 1.0f, -1.0f, 1.0f, D3DCOLOR_XRGB(0, 0, 255)}, {-1.0f, -1.0f, 1.0f, D3DCOLOR_XRGB(255, 255, 255)}, {-1.0f, 1.0f, -1.0f, D3DCOLOR_XRGB(0, 255, 0)}, // face 2 { 1.0f, 1.0f, -1.0f, D3DCOLOR_XRGB(255, 255, 255)}, { 1.0f, -1.0f, -1.0f, D3DCOLOR_XRGB(0, 255, 0)}, {-1.0f, 1.0f, -1.0f, D3DCOLOR_XRGB(0, 255, 0)}, { 1.0f, -1.0f, -1.0f, D3DCOLOR_XRGB(0, 255, 0)}, {-1.0f, -1.0f, -1.0f, D3DCOLOR_XRGB(255, 255, 255)}}; if(FAILED(d3d_device->CreateVertexBuffer(sizeof(cube), 0, D3DFVF_D3DVertex, D3DPOOL_DEFAULT, &d3d_vertexbuff, 0))) return false; VERTEX *vertices; if(FAILED(d3d_vertexbuff->Lock(0, sizeof(cube), (void**)&vertices, 0))) return false; memcpy(vertices, cube, sizeof(cube)); d3d_vertexbuff->Unlock(); return true; } void unloadObjects() { if(d3d_vertexbuff) { d3d_vertexbuff->Release(); d3d_vertexbuff = 0; } }

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It could be that D3DFMT_D16 isn''t a valid depth buffer format for the display mode you''re using. Check the debug output to see if its warning you about anything. You can use CheckDeviceFormat and CheckDepthStencilMatch to find a correct match for your device format.

You could also try setting the D3DRS_ZWRITEENABLE renderstate. It should be enabled by default, but you never know.

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