Jump to content
  • Advertisement
Sign in to follow this  
Living

All things are the same but render result

This topic is 2812 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

In our games, there is one problem about rendering speedTree. We start our game without changing anything, but all the speedTrees are rendered correctly sometimes and all are disappear sometimes.

I doubt that this problem may be caused by occlusion culling first. But I found that the vertexes were pushed to render queue. All the object in render queue would be rendered.

Then, I debug the program. I delete all the speedTrees but the test one on the map. I contrast the data about the vertex of speedTree disappeared with the correctly situation.

The vertexes, indexes, matrix and bounding box are the same when building the speedTree. And all the vertexes and indexes would pass to the D3D function called DrawIndexedPrimitive(). Before the function calledd, the vertexes and indexes are the same.

At last, I printed the render state in these two situations before calling DrawIndexedPrimitive(). And the render state are also the same.

I don't know why the speedTree can be render correctly.

Share this post


Link to post
Share on other sites
Advertisement

Well, if the data & states are the same, it'll be hard to point out what can be causing this. Isn't there anything different at all between the two cases? Maybe something a bit more remote from the rendering, like a missing texture or alpha map?

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.

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!