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Seeing throught objects

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Hi ,

In my scene , I need a mesh which has many objects itself.
Unfortunately I can see thru objects , so I can see even objects behind other objects
which is something I dont want :

-DX SDK s mesh viewer is able to render it properly so I dont see thru objects in the mesh

- There is no textures applied , so I am sure it has nothing to do with texture stages

-For my rendering parameters :
backface culling has turned off ( for debugging )
z buffering has been turned on

So what do you suggest me to check ?

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Sounds like you have alpha blending enabled.

Have you checked your Pixel Shader Code if the Alpha-Value gets calculated correctly?

Things you could try:

- just before the return command in your pixel shader, set your Out-Color Alpha value to 1.0f
- Turn the Alpha Blend state off for that Pixel shader

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Sorry , i forgot to mention it ,
no i turned alphablending off before rendering and it is not being turned on anywhere:

myDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, FALSE );

Just in case all `alpha` values in my lights and materials are zero even i turned alpha blending off...

And also I dont have any shaders at the moment

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Wait a minute... By "Seeing Through an Object", what exactly do you mean?

Is the object infront blended with the object in the Back? Like looking through a colored Glas window?

Or is it drawing the object in the back on top of the object infront?

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The first one :

"the object infront blended with the object in the Back"

For example there is a house in my scene , its door is open , DX SDK mesh viewer
just shows the interior of the house , whereas my code shows interior blendded with things in the back of that house.

Alphablending is turned off , Zbuffering is used properly, there is no textures so nothing todo with texture stages or texture blending

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Post your code for setting the device state ( SetRenderState(...), etc. ) and the code for rendering the mesh. Please use [code][/code] or [source][/source] tags.

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the repro code is as below.
The problem is as I said , i can backs of objects...

As I play with lighting it does not change it.( if i just set ambient light something like 255-255-255-1 this time I dont see back of objects but I cant see details in the objects since intensity of light is too much )

But please note that if I fill vertex buffers customly with the vertex type
with appropriate surface normals, then i have no problem...

I have found some 3dsmax models , converted them to X by using Panda and the problem occurs for them...

Also would there be any workaround by texturing and setting texture stages properly ?


// Create the D3D object.
if (NULL == (g_pD3D = Direct3DCreate9(D3D_SDK_VERSION)))
return E_FAIL;

// Set up the structure used to create the D3DDevice
ZeroMemory(&d3dpp, sizeof(d3dpp));
d3dpp.Windowed = TRUE;
d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
d3dpp.EnableAutoDepthStencil = TRUE;
d3dpp.AutoDepthStencilFormat = D3DFMT_D16;

// Create the D3DDevice
&d3dpp, &g_pd3dDevice)))
return E_FAIL;

// Enable the Z buffer, since we're dealing with 3D geometry.
g_pd3dDevice -> SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);

return S_OK;

2. Load a mesh , setup view and projection matrix

3. Lighting :

VOID SetupLights()
// Define a light - possesses only a diffuse colour.
D3DLIGHT9 Light1;
ZeroMemory(&Light1, sizeof(D3DLIGHT9));
Light1.Type = D3DLIGHT_POINT;

Light1.Diffuse.r = 1.0f;
Light1.Diffuse.g = 1.0f;
Light1.Diffuse.b = 1.0f;

Light1.Position.x = 25.0f;
Light1.Position.y = 30.0f;
Light1.Position.z = -50.0f;

Light1.Attenuation0 = 1.0f;
Light1.Attenuation1 = 0.0f;
Light1.Attenuation2 = 0.0f;

Light1.Range = 500.0f;

// Select and enable the light.
g_pd3dDevice -> SetLight(0, &Light1);
g_pd3dDevice -> LightEnable(0, TRUE);
g_pd3dDevice ->SetRenderState(D3DRS_LIGHTING,TRUE);


4. Render

void Render()
g_pd3dDevice -> Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);

// Begin the scene
if (SUCCEEDED(g_pd3dDevice -> BeginScene()))


for (DWORD i = 0; i < dwNumMaterials; i++)

g_pd3dDevice -> SetMaterial(&(MeshMaterials[i]));
g_pd3dDevice -> SetTexture(i, MeshTextures[i]);
Mesh -> DrawSubset(i);
g_pd3dDevice -> EndScene();

g_pd3dDevice -> Present(NULL, NULL, NULL, NULL);

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It looks like many objects are being rendered with CCW faces and not CW. How do you setup your projection and view matrices? Are they left-hand? Do you set the cullmode (you shouldn't need to)? It should, by default, be for CCW culling. You don't have culling turned off, do you?

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Also calling the one below doesnt help :


And regarding my coordinate system , yes I use left-handed coordinate system

void SetupViewMatrices()
// Set up the view matrix.
// This defines which way the 'camera' will look at, and which way is up.
D3DXVECTOR3 vCamera(15.0f, 2.0f, -2.0f);
D3DXVECTOR3 vLookat(2.0f, 2.0f, 0.0f);
D3DXVECTOR3 vUpVector(0.0f, 1.0f, 0.0f);
D3DXMatrixLookAtLH( &matView, &vCamera, &vLookat, &vUpVector);
g_pd3dDevice -> SetTransform(D3DTS_VIEW, &matView);

// Set up the projection matrix.
// This transforms 2D geometry into a 3D space.
D3DXMatrixPerspectiveFovLH(&matProj, D3DX_PI/4, 1.0f, 0.0f, 200.0f);
g_pd3dDevice -> SetTransform(D3DTS_PROJECTION, &matProj);

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It looks like you forgot one render state (like zwrite)

A smart tips for that quind of problem, launch your application with Pix, take a single frame capture and browse to the draw that show the problem, inspect the device and you will see in less that thirty seconds what is wrong!

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g_pd3dDevice->SetRenderState(D3DRS_ZWRITEENABLE,TRUE); unfortunately did not help as well

I will look into pix

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Ran meshview and my code with pix
after that i made my device state exactly same with meshview

and again it did not work...

That strongly suggests me I dont have appropriate lighting ?

When I just turn on a white ambient light there is no problem ,
but ofcourse because of full white light , i cant see some details on the objects...

With point light , I can see details of the objects , but this time seeing backfaces problem occur...

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Found it! the near plane of the projection can not be at 0.f.

If you do that, some part of the projection matrix are incorrect, every vertex ends with z == w after the projection and then are projected to the far plane

juste replace with

float aspectRatio = backbufferWidth / backbufferHeight;
float near = 1.f;
float far = 200.f
float fovy = D3DX_PI/4;
D3DXMatrixPerspectiveFovLH(&matProj, fovy, aspectRatio , near, far);

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