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xsirxx

Quick question, render to target? can u use 2 draw index calls?

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I have once again swithc my rendering totally around to get a an idea on whats the fastest way of drawing a quadtree. Well now i have another problem with nothing showing to screen. Yet when I go through all my DrawIndexedPrimitive(...) calls (in Nvidia's Perf HUD) and they all show triangles being added and then I check the targets and it shows nothing being rendered? Although all the draw index calls show something being rendered? So question is, Can you loop through a bunch of DrawIndexedPrimitive(..) calls and have each one stay on the render target? Or is there a flag somewhere? Thanks, Brad

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I'm sure this doesn't answer your question directly, but what happens to the render targets? Are they shown black, transparent, no change, etc...?

Check to make sure your culling order is correct, otherwise you might be rendering backwards triangles, which would have the effect of pushing triangles to the GPU that were not visible. Also, any code you can post to make tracking this down easier?

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Sorry for the LATE LATE reply, been on other stuff. BUT...

Under Nvidia's PerfHud Im seeing the triangles through each step of the quadtree(each DrawIndexPrimitive(...) call), yet on the MRTs Im seeing all black. I used to get them showing when I rendered with only one DIP(...) call..

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UPDATE: It shows up when my mouse goes over the start bar... heh this is in windowed mode... not sure why that happens at all.

It stays when I change these 2 DIP calls:

m_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, (unsigned int)eEntity[0].vecVertList.size(), 0, (unsigned int)(iVertCount / 3) );
// m_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, (unsigned int)iVertCount, iStartCount, (unsigned int)(iVertCount / 3) );


I think I fixed it, it was my startcount(offset).

[Edited by - xsirxx on June 20, 2005 5:57:02 PM]

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