C++ DirectX 9 drawing overlap problem
Hi, over my terrain I am drawing a grid of lines. Some of the points of the grid are below the height of the terrain and therefore some of the lines are not seen. I want them to be seen without having to clear the Z buffer. Is there a way to do this?
thanks, r_bewick
In theory you could transform the vertices of the grid yourself and set the post-projection z values to be in front of the terrain geometry z values. Problem is, I don't know how to do that in DirectX, sorry. Perhaps someone else does?
It's not exactly clear what the problem is, you could for instance experience Z-fighting.
Can you show us your drawing code and/or how you calculate the grid lines, please, ? A screenshot might be clarifying, too.
[Edited by - unbird on March 10, 2010 12:38:50 PM]
Can you show us your drawing code and/or how you calculate the grid lines, please, ? A screenshot might be clarifying, too.
[Edited by - unbird on March 10, 2010 12:38:50 PM]
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