C++ .net version8 with /clr:pure and directx9c
Hi all...
Why Z Sorting doesnt work when u draw objects with DrawIndexedPrimitive(...) using vertex data from a single vertex buffer and several index buffers? (index buffer per texture group)...
here is a screenshot...
that sofa is behind the board...but still visible...several other things are also like this...
thanx in advance... :)
[Edited by - errorist on October 16, 2004 1:53:27 PM]
Do you have depth buffering enabled?
Double check your presentation parameters, and the ZEnable renderstate.
Double check your presentation parameters, and the ZEnable renderstate.
yes they are...i hope you guys didnt ignore me coz of this... :(
yes...auto depth stencil is enabled and its format is set to D16
also the zbuffer...enabling it doesnt fix the problem...disabling it gives extra FPS of course...
thanx for replaying... :D
hope u replay again soon... :)
yes...auto depth stencil is enabled and its format is set to D16
// Initializes present parameters public: static void InitializePresentParameters() { _presentParameters = gcnew array< PresentParameters^ >( 1 ); _presentParameters[ 0 ] = gcnew PresentParameters(); _presentParameters[ 0 ]->AutoDepthStencilFormat = DepthFormat::D16; _presentParameters[ 0 ]->BackBufferCount = 1; _presentParameters[ 0 ]->BackBufferFormat = Format::X8R8G8B8; _presentParameters[ 0 ]->BackBufferHeight = 480; _presentParameters[ 0 ]->BackBufferWidth = 640; _presentParameters[ 0 ]->DeviceWindow = _renderTarget; _presentParameters[ 0 ]->DeviceWindowHandle = _renderTarget->Handle; _presentParameters[ 0 ]->EnableAutoDepthStencil = true; _presentParameters[ 0 ]->ForceNoMultiThreadedFlag = false; _presentParameters[ 0 ]->FullScreenRefreshRateInHz = 0; _presentParameters[ 0 ]->MultiSample = MultiSampleType::None; _presentParameters[ 0 ]->MultiSampleQuality = 0; _presentParameters[ 0 ]->PresentationInterval = PresentInterval::Immediate; _presentParameters[ 0 ]->PresentFlag = PresentFlag::None; _presentParameters[ 0 ]->SwapEffect = SwapEffect::Discard; _presentParameters[ 0 ]->Windowed = true; }
also the zbuffer...enabling it doesnt fix the problem...disabling it gives extra FPS of course...
// Restores device dependent objects public: static void RestoreDeviceObjects( Object^ sender, EventArgs^ e ) { _textureStates->TextureState[ 0 ]->ColorArgument1 = TextureArgument::TextureColor; _textureStates->TextureState[ 0 ]->ColorArgument2 = TextureArgument::Diffuse; _textureStates->TextureState[ 0 ]->ColorOperation = TextureOperation::Modulate; _samplerStates->SamplerState[ 0 ]->MagFilter = TextureFilter::Anisotropic; _samplerStates->SamplerState[ 0 ]->MinFilter = TextureFilter::Anisotropic; _samplerStates->SamplerState[ 0 ]->MipFilter = TextureFilter::Anisotropic; _renderStates->Ambient = Color::White; _renderStates->Clipping = false; _renderStates->CullMode = Cull::CounterClockwise; _renderStates->DitherEnable = true; _renderStates->FillMode = FillMode::Solid; _renderStates->Lighting = false; _renderStates->ScissorTestEnable = false; _renderStates->ShadeMode = ShadeMode::Gouraud; _renderStates->ZBufferEnable = true; _renderStates->ZBufferFunction = Compare::LessEqual; OctTree::Load( "dream_lab.x", _device ); }
thanx for replaying... :D
hope u replay again soon... :)
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