• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.


This topic is now archived and is closed to further replies.


Problem with z-buffer

1 post in this topic

Clear your z-buffer.

g_pD3DViewport->Clear2(1UL, &ViewportRect, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x000000ff, 1.0f, 0L);


Share this post

Link to post
Share on other sites
Hi everybody!

I am just starting to learn Direct3D (Immediate Mode) and did the first tutorial in MS DirectX SDK 6 (The triangle tutorial).

Besides the fact, that this tutorial is worse than anything I have ever seen before (I liked the DirectDraw tutorials much better), I went through it. I made some changes (Fullscreen mode with backbuffer and flipchain).

Then I tried the second tutorial (z-buffer) and everything went fine until I started what I coded. If I turn on the z-buffer with g_pD3DDevice->SetRenderState() I can just see some lines moving across the screen. When I turn it off all is fine except that z-buffering is off and so the output is without hidden surface removal.

(Maybe this can be helpful: Like in the first tutorial I made some changes like fullscreen mode, backbuffer in VIDMEM and a flipping chain)

I can't get, what I did wrong, so I am trying my luck in this message board. As posting my sourcecode would be not such a good idea (it's simply too long) I put a link in here, where you can find it.

If someone has the time to have look at it and could analyze it, I would be very glad. (I can understand, if you don't want to, since my coding style is not the best )

Many thanks in advance...



Share this post

Link to post
Share on other sites