Sign in to follow this  

ID3DXFont and Z buffer

This topic is 2847 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

Yes, with some work.

One way is to pass D3DXSPRITE_OBJECTSPACE as part of the flags in ID3DXSprite::Begin to put the sprite object's quads through your transformation pipeline. This means you'd have to take care of the labor of positioning the quads.

Even without that flag, ID3DXFont's output can be transformed by the matrix set in ID3DXSprite::SetTransform. (If you use a sprite object, that is.) You can use a scaling matrix for a cheap zoom effect. This is the easiest way to do it.

Alternatively, you can use D3DXCreateText() to generate a mesh of an arbitrary string. That way the text must go through the transformation pipeline as an ID3DXMesh.

Share this post


Link to post
Share on other sites

This topic is 2847 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.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this