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Lyve

D3DXMatrixPerspectiveLH()

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Hello members, Our company is porting our OpenGL SceneGraph to DirectX and we''ve got a problem with the clipping planes from D3D. We use a dynamic near/far clip management, but we''ve got the problem that the far clipping plane seems to move towards the near clipping plane if the value for the near clipping plane becomes too small. In OpenGL we get "only" a loss in rendering accuracy (flickering), but D3D seems to "correct" the clipping planes (which is not desired). Is there a way to change that behaviour in D3D? Many thanks, Lyve _____________________________________ http://www.winmaze.de, a 3D shoot em up in OpenGL, nice graphics, multiplayer, chat rooms, a nice community, worth visiting! http://www.spheretris.tk, an upcoming Tetrisphere clone for windows, a 3D tetris game on a sphere with powerful graphics for Geforce FX and similar graphics cards.

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I don't think that it is the Directx that corrects the clipping planes but it may be the driver.I think you can get more information if you used the degug library (d3dx9d.lib).
have you used another driver to test this?
and if it is directx that does this, why don't you build your projection matrix by yourself?

[edited by - mohamed adel on June 4, 2004 7:17:35 AM]

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I''m already computing the projection matrix by myself. And I tested the program on several platforms (including Software Rendering on Windows CE).

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