Jump to content
  • Advertisement
Sign in to follow this  
longjohnsliver

depth/stencil buffer format

This topic is 4415 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

Advertisement
From the SDK documentation:

IDirect3D9::CheckDeviceFormat
"Determines whether a surface format is available as a specified resource type and can be used as a texture, depth-stencil buffer, or render target, or any combination of the three, on a device representing this adapter."

IDirect3D9::CheckDepthStencilMatch
"Determines whether a depth-stencil format is compatible with a render-target format in a particular display mode."


Take a look at the SDK sample framework it demonstrates how to enumerate the depth/stencil formats (CD3DEnumeration::BuildDepthStencilFormatList)

Share this post


Link to post
Share on other sites
That was just what I wanted, thank you!
However I was wondering, to check a single depth/stencil buffer format, would this be (D3DFMT_D24S8 being the format to check):
CheckDeviceFormat(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_D24S8, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, D3DFMT_D24S8)
Thanks.

[Edited by - longjohnsliver on October 16, 2006 2:24:38 PM]

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!