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• ### Similar Content

• Good evening everyone!

I was wondering if there is something equivalent of  GL_NV_blend_equation_advanced for AMD?
Basically I'm trying to find more compatible version of it.

Thank you!

• Hello guys,

How do I know? Why does wavefront not show for me?
I already checked I have non errors yet.

And my download (mega.nz) should it is original but I tried no success...
- Add blend source and png file here I have tried tried,.....

PS: Why is our community not active? I wait very longer. Stop to lie me!
Thanks !

• I wasn't sure if this would be the right place for a topic like this so sorry if it isn't.
I'm currently working on a project for Uni using FreeGLUT to make a simple solar system simulation. I've got to the point where I've implemented all the planets and have used a Scene Graph to link them all together. The issue I'm having with now though is basically the planets and moons orbit correctly at their own orbit speeds.
I'm not really experienced with using matrices for stuff like this so It's likely why I can't figure out how exactly to get it working. This is where I'm applying the transformation matrices, as well as pushing and popping them. This is within the Render function that every planet including the sun and moons will have and run.
if (tag != "Sun") { glRotatef(orbitAngle, orbitRotation.X, orbitRotation.Y, orbitRotation.Z); } glPushMatrix(); glTranslatef(position.X, position.Y, position.Z); glRotatef(rotationAngle, rotation.X, rotation.Y, rotation.Z); glScalef(scale.X, scale.Y, scale.Z); glDrawElements(GL_TRIANGLES, mesh->indiceCount, GL_UNSIGNED_SHORT, mesh->indices); if (tag != "Sun") { glPopMatrix(); } The "If(tag != "Sun")" parts are my attempts are getting the planets to orbit correctly though it likely isn't the way I'm meant to be doing it. So I was wondering if someone would be able to help me? As I really don't have an idea on what I would do to get it working. Using the if statement is truthfully the closest I've got to it working but there are still weird effects like the planets orbiting faster then they should depending on the number of planets actually be updated/rendered.

• Hello everyone,
I have problem with texture

• Hello everyone
For @80bserver8 nice job - I have found Google search. How did you port from Javascript WebGL to C# OpenTK.?
I have been searched Google but it shows f***ing Unity 3D. I really want know how do I understand I want start with OpenTK But I want know where is porting of Javascript and C#?

Thanks!

# OpenGL 32-bits Depth Buffer in DirectX 6 & 7

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Hello, I am new in DirectX and trying to get a depth buffer of 32 - bits.I am using the EnumZBufferFormats method to find the appropriate zBuffer. But, its always giving me 16-Bits z-Buffer. How i can get 32-Z-Buffer. While on other hand i am able to get 32-Bits Z-Buffer using the OpenGL renderer API on the same machine. Any help would be appreciated. Thanks and Regards Vinod Patel

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Can we see some code? And what graphics card do you have? Most graphics cards don't support 32-bit depth buffers in D3D, only 24-bit + 8-bit stencil. It's been a long time since I used DX7, but I'm sure I never had any problems with using 24-bit depth buffers.

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Hello,

Here is the snap of the code i have written to get a z-buffer from the callback

// We take the best z buffer depth
HRESULT WINAPI EnumZBufferCallback( DDPIXELFORMAT* pddpf, VOID* _ok )
{
DDPIXELFORMAT *ok = (DDPIXELFORMAT*) _ok;
if( (pddpf->dwFlags == DDPF_ZBUFFER))
{
memcpy(_ok, pddpf, sizeof(DDPIXELFORMAT));
return D3DENUMRET_CANCEL;
}
return D3DENUMRET_OK;
}

and i am calling above callback using below code

DDPIXELFORMAT ddpfZBuffer;
memset(&ddpfZBuffer,0,sizeof(ddpfZBuffer));
m_Direct3D->EnumZBufferFormats( *curDeviceDUID, EnumZBufferCallback, (VOID*) & ddpfZBuffer);

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That code doesn't look right to me. The flags is a bitmask, so if it contains the Z-buffer bit depth and something else, you skip over it.

HRESULT WINAPI EnumZBufferCallback(DDPIXELFORMAT* pddpf, VOID* _ok){   DDPIXELFORMAT*ok = (DDPIXELFORMAT*)_ok;   if(pddpf->dwFlags & DDPF_ZBUFFER)   {      memcpy(_ok, pddpf, sizeof(DDPIXELFORMAT));      return D3DENUMRET_CANCEL;   }   return D3DENUMRET_OK;}

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Sadly, just because OpenGL can do it doesn't mean Direct3D must be able to do it. If your enumeration code is correct and it only reports D16 formats then that's all you can use. You can't force it to use a format that it doesn't support even if you're sure that the hardware is actually capable.

Run some other DX6/DX7 sample code if you can. See if their code enumerates modes differently to yours - that way you can be sure your code is correct and it is in fact the driver that is saying 'no' and not just a bug in your code...

hth
Jack

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Thanks Evil Steve

I got success...Know my method is like...

HRESULT WINAPI EnumZBufferCallback( DDPIXELFORMAT* pddpf, VOID* _ok )
{
DDPIXELFORMAT *ok = (DDPIXELFORMAT*) _ok;
if( (pddpf->dwFlags & DDPF_ZBUFFER))
{
if(ok && (ok->dwZBufferBitDepth < pddpf->dwZBufferBitDepth))
{
memcpy(_ok, pddpf, sizeof(DDPIXELFORMAT));
}
}
return D3DENUMRET_OK;
}

Is it correct know?

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Quote:
 Original post by vinodpatel2006Is it correct know?
Looks fine to me. Although remember that you can't use every Z-buffer format with every backbuffer format. I can't remember the process for checking compatibility in D3D7 though.

A little off topic, but why are you using D3D7? If you're targetting any OS from the past 10 years, it'll have D3D9 support...

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Hello,

I have application that is originally written in DirectX 6.0/7.0. After many years z-buffer problem comes. That problem is minor and comes in some of the animation but client want to fix it.

But please tell me backbuffer will create a problem if z-buffer not support it?

Thanks