Sign in to follow this  

DX11 DirectX11 Depth Buffer Problem (solved)

Recommended Posts

RudiMedia    117
Hello everyone,
I have this problem with my depth buffer and all the solutions from the countless other threads with this problem do not seem to work for me.


I use the same code as shown here: [url=""]http://www.rastertek.../dx11tut03.html[/url]

[i]Global Variables:[/i]
extern ID3D11Device* pDevice;
extern ID3D11DeviceContext* pDevCon;
extern ID3D11RenderTargetView* pRenderTargetView;
extern ID3D11DepthStencilState* pDepthStencilState;
extern ID3D11DepthStencilView* pDepthStencilView;
extern ID3D11Texture2D* pDepthStencilBuffer;
extern ID3D11RasterizerState* pRasterState;

[i]Direct3D initialisation:[/i]
HRESULT result;

D3D11_TEXTURE2D_DESC depthBufferDesc;
depthBufferDesc.Width = Width;
depthBufferDesc.Height = Height;
depthBufferDesc.MipLevels = 1;
depthBufferDesc.ArraySize = 1;
depthBufferDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
depthBufferDesc.SampleDesc.Count = 1;
depthBufferDesc.SampleDesc.Quality = 0;
depthBufferDesc.Usage = D3D11_USAGE_DEFAULT;
depthBufferDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
depthBufferDesc.CPUAccessFlags = 0;
depthBufferDesc.MiscFlags = 0;

result = pDevice->CreateTexture2D(&depthBufferDesc, NULL, &pDepthStencilBuffer);

MessageBox(NULL, L"Error1", L"Error", MB_OK | MB_ICONERROR);

D3D11_DEPTH_STENCIL_DESC depthStencilDesc;
ZeroMemory(&depthStencilDesc, sizeof(D3D11_DEPTH_STENCIL_DESC));
// Depth test parameters
depthStencilDesc.DepthEnable = true;
depthStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
depthStencilDesc.DepthFunc = D3D11_COMPARISON_LESS;
// Stencil test parameters
depthStencilDesc.StencilEnable = true;
depthStencilDesc.StencilReadMask = 0xFF;
depthStencilDesc.StencilWriteMask = 0xFF;
// Stencil operations if pixel is front-facing
depthStencilDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
depthStencilDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_INCR;
depthStencilDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
depthStencilDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
// Stencil operations if pixel is back-facing.
depthStencilDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
depthStencilDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_DECR;
depthStencilDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
depthStencilDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;

result = pDevice->CreateDepthStencilState(&depthStencilDesc, &pDepthStencilState);
pDevCon->OMSetDepthStencilState(pDepthStencilState, 1);

MessageBox(NULL, L"Error2", L"Error", MB_OK | MB_ICONERROR);

D3D11_DEPTH_STENCIL_VIEW_DESC depthStencilViewDesc;
ZeroMemory(&depthStencilViewDesc, sizeof(D3D11_DEPTH_STENCIL_VIEW_DESC));
depthStencilViewDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
depthStencilViewDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
depthStencilViewDesc.Texture2D.MipSlice = 0;
result = pDevice->CreateDepthStencilView(pDepthStencilBuffer, &depthStencilViewDesc, &pDepthStencilView);
pDevCon->OMSetRenderTargets(1, &pRenderTargetView, pDepthStencilView);

MessageBox(NULL, L"Error3", L"Error", MB_OK | MB_ICONERROR);

rasterDesc.AntialiasedLineEnable = false;
rasterDesc.CullMode = D3D11_CULL_BACK;
rasterDesc.DepthBias = 0;
rasterDesc.DepthBiasClamp = 0.0f;
rasterDesc.DepthClipEnable = true;
rasterDesc.FillMode = D3D11_FILL_SOLID;
rasterDesc.FrontCounterClockwise = false;
rasterDesc.MultisampleEnable = false;
rasterDesc.ScissorEnable = false;
rasterDesc.SlopeScaledDepthBias = 0.0f;

result = pDevice->CreateRasterizerState(&rasterDesc, &pRasterState);

MessageBox(NULL, L"Error4", L"Error", MB_OK | MB_ICONERROR);

D3D11_VIEWPORT viewport;
ZeroMemory(&viewport, sizeof(D3D11_VIEWPORT));
viewport.TopLeftX = 0;
viewport.TopLeftY = 0;
viewport.Width = Width;
viewport.Height = Height;
viewport.MinDepth = 0.0f;
viewport.MaxDepth = 1.0f;

pDevCon->RSSetViewports(1, &viewport);

[i]Camera Code:[/i]
m_pV3Pos = &Position;
m_pV3LookAt = &LookAt;
m_pV3View = (D3DXVECTOR3*)malloc(sizeof(D3DXVECTOR3));
m_pV3Up = (D3DXVECTOR3*)malloc(sizeof(D3DXVECTOR3));
*m_pV3View = *m_pV3Pos - *m_pV3LookAt;
D3DXVec3Normalize(m_pV3View, m_pV3View);
D3DXVec3Cross(m_pV3Up, &D3DXVECTOR3(0,1,0), m_pV3View);
D3DXVec3Cross(m_pV3Up, m_pV3View, m_pV3Up);
m_pMatView = (D3DXMATRIX*)malloc(sizeof(D3DXMATRIX));
m_pMatProj = (D3DXMATRIX*)malloc(sizeof(D3DXMATRIX));

D3DXVec3Normalize(m_pV3Up, m_pV3Up);
D3DXMatrixLookAtLH(m_pMatView, m_pV3Pos, m_pV3LookAt, m_pV3Up);
D3DXMatrixPerspectiveFovLH(m_pMatProj, FOV, (float)Width/Height, 1.0f, 1000.0f);

[i]Draw Code:[/i]
D3DXCOLOR bgColor( 0, 0.2f, 0.4f, 1.0f );
pDevCon->ClearRenderTargetView(pRenderTargetView, bgColor);
pDevCon->ClearDepthStencilView(pDepthStencilView, D3D11_CLEAR_DEPTH|D3D11_CLEAR_STENCIL, 1.0f, 0);
pSwapChain->Present(0, 0);

I realy have no ideas left so if anyone could help me with this issue I would be most grateful [img][/img] Edited by Rudi Media

Share this post

Link to post
Share on other sites
Muzzy A    737
Wow D3D11 looks alot different than D3D9 o.O. In the link you gave, he didnt use the flag '[b]D3D11_CLEAR_STENCIL[/b]', maybe take that out and try again.

Draw Code:
D3DXCOLOR bgColor( 0, 0.2f, 0.4f, 1.0f );
pDevCon->ClearRenderTargetView(pRenderTargetView, bgColor);
pDevCon->ClearDepthStencilView(pDepthStencilView, D3D11_CLEAR_DEPTH| D3D11_CLEAR_STENCIL, 1.0f, 0);
pSwapChain->Present(0, 0);
[/code] Edited by Muzzy A

Share this post

Link to post
Share on other sites
kauna    2922
[color=#000000]pDevCon[/color][color=#666600]->[/color][color=#660066]OMSetDepthStencilState[/color][color=#666600]([/color][color=#000000]pDepthStencilState[/color][color=#666600],[/color][color=#000000] [/color][color=#006666]1[/color][color=#666600]);[/color]

[color=#000000] [/color][color=#660066]MessageBox[/color][color=#666600]([/color][color=#000000]NULL[/color][color=#666600],[/color][color=#000000] L[/color][color=#008800]"Error2"[/color][color=#666600],[/color][color=#000000] L[/color][color=#008800]"Error"[/color][color=#666600],[/color][color=#000000] MB_OK [/color][color=#666600]|[/color][color=#000000] MB_ICONERROR[/color][color=#666600]);[/color]

Your error handling code at least doens't work as it should. You don't seems to update your result variable.
Also, enable d3d debugging to see any error messages in the debug window.

Otherwise, it seems that you z-buffer doesn't work as intended. As if it wasn't bound or z-testing is disabled.

You can also disable stencil testing at this point since you don't use it.

Best regards!

Share this post

Link to post
Share on other sites
RudiMedia    117
Well [b]OMSetDepthStencilState[/b] doesn't return a [b]HRESULT[/b] value, which is why I don't update my result variable at this place.
Regarding d3d debugging I have actually no experience at all. I'm currently using the VS11 beta and heard that such a feature is already built-in but it seems like you're only able to use it if you have Windows 8 installed. Is there any other way to debug your d3d applications?

Share this post

Link to post
Share on other sites
mhagain    13430
Go to the DirectX control panel (it should be findable by just typing "DirectX Control Panel" in your Start menu) and enable debugging from there.

One potential problem however that I can see is that you're creating and setting your depth testing state before you create your depth/stencil view - maybe try doing it after instead and see what happens?

Share this post

Link to post
Share on other sites
kauna    2922

Other things to verify:

- by any chance, are you using a multisampled back buffer? if so, AFAIK, the depth buffer has to be multisampled too
- depth buffer resolution has to be same as back buffer resolution

- Enable the d3d debug as instructed earlier (works on Win7 too). If there is that kind of problem, it should be able to tell you about it.


Share this post

Link to post
Share on other sites
RudiMedia    117
[quote name='kauna' timestamp='1335874932' post='4936398']
- by any chance, are you using a multisampled back buffer? if so, AFAIK, the depth buffer has to be multisampled too

Hey thank you that was my problem [img][/img]

Share this post

Link to post
Share on other sites
kauna    2922

glad to be able to help. I got the idea from looking your screenshot which seemed to be multisampled :)

Best regards!

Share this post

Link to post
Share on other sites

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  

  • Similar Content

    • By isu diss
       I'm trying to code Rayleigh part of Nishita's model (Display Method of the Sky Color Taking into Account Multiple Scattering). I get black screen no colors. Can anyone find the issue for me?
      #define InnerRadius 6320000 #define OutterRadius 6420000 #define PI 3.141592653 #define Isteps 20 #define Ksteps 10 static float3 RayleighCoeffs = float3(6.55e-6, 1.73e-5, 2.30e-5); RWTexture2D<float4> SkyColors : register (u0); cbuffer CSCONSTANTBUF : register( b0 ) { float fHeight; float3 vSunDir; } float Density(float Height) { return exp(-Height/8340); } float RaySphereIntersection(float3 RayOrigin, float3 RayDirection, float3 SphereOrigin, float Radius) { float t1, t0; float3 L = SphereOrigin - RayOrigin; float tCA = dot(L, RayDirection); if (tCA < 0) return -1; float lenL = length(L); float D2 = (lenL*lenL) - (tCA*tCA); float Radius2 = (Radius*Radius); if (D2<=Radius2) { float tHC = sqrt(Radius2 - D2); t0 = tCA-tHC; t1 = tCA+tHC; } else return -1; return t1; } float RayleighPhaseFunction(float cosTheta) { return ((3/(16*PI))*(1+cosTheta*cosTheta)); } float OpticalDepth(float3 StartPosition, float3 EndPosition) { float3 Direction = normalize(EndPosition - StartPosition); float RayLength = RaySphereIntersection(StartPosition, Direction, float3(0, 0, 0), OutterRadius); float SampleLength = RayLength / Isteps; float3 tmpPos = StartPosition + 0.5 * SampleLength * Direction; float tmp; for (int i=0; i<Isteps; i++) { tmp += Density(length(tmpPos)-InnerRadius); tmpPos += SampleLength * Direction; } return tmp*SampleLength; } static float fExposure = -2; float3 HDR( float3 LDR) { return 1.0f - exp( fExposure * LDR ); } [numthreads(32, 32, 1)] //disptach 8, 8, 1 it's 256 by 256 image void ComputeSky(uint3 DTID : SV_DispatchThreadID) { float X = ((2 * DTID.x) / 255) - 1; float Y = 1 - ((2 * DTID.y) / 255); float r = sqrt(((X*X)+(Y*Y))); float Theta = r * (PI); float Phi = atan2(Y, X); static float3 Eye = float3(0, 10, 0); float ViewOD = 0, SunOD = 0, tmpDensity = 0; float3 Attenuation = 0, tmp = 0, Irgb = 0; //if (r<=1) { float3 ViewDir = normalize(float3(sin(Theta)*cos(Phi), cos(Theta),sin(Theta)*sin(Phi) )); float ViewRayLength = RaySphereIntersection(Eye, ViewDir, float3(0, 0, 0), OutterRadius); float SampleLength = ViewRayLength / Ksteps; //vSunDir = normalize(vSunDir); float cosTheta = dot(normalize(vSunDir), ViewDir); float3 tmpPos = Eye + 0.5 * SampleLength * ViewDir; for(int k=0; k<Ksteps; k++) { float SunRayLength = RaySphereIntersection(tmpPos, vSunDir, float3(0, 0, 0), OutterRadius); float3 TopAtmosphere = tmpPos + SunRayLength*vSunDir; ViewOD = OpticalDepth(Eye, tmpPos); SunOD = OpticalDepth(tmpPos, TopAtmosphere); tmpDensity = Density(length(tmpPos)-InnerRadius); Attenuation = exp(-RayleighCoeffs*(ViewOD+SunOD)); tmp += tmpDensity*Attenuation; tmpPos += SampleLength * ViewDir; } Irgb = RayleighCoeffs*RayleighPhaseFunction(cosTheta)*tmp*SampleLength; SkyColors[DTID.xy] = float4(Irgb, 1); } }  
    • By amadeus12
      I made my obj parser
      and It also calculate tagent space for normalmap.
      it seems calculation is wrong..
      any good suggestion for this?
      I can't upload my pics so I link my question.
      and I uploaded my code here

    • By Alessandro Pozzer
      Hi guys, 

      I dont know if this is the right section, but I did not know where to post this. 
      I am implementing a day night cycle on my game engine and I was wondering if there was a nice way to interpolate properly between warm colors, such as orange (sunset) and dark blue (night) color. I am using HSL format.
      Thank  you.
    • By thefoxbard
      I am aiming to learn Windows Forms with the purpose of creating some game-related tools, but since I know absolutely nothing about Windows Forms yet, I wonder:
      Is it possible to render a Direct3D 11 viewport inside a Windows Form Application? I see a lot of game editors that have a region of the window reserved for displaying and manipulating a 3D or 2D scene. That's what I am aiming for.
      Otherwise, would you suggest another library to create a GUI for game-related tools?
      I've found a tutorial here in gamedev that shows a solution:
      Though it's for D3D9, I'm not sure if it would work for D3D11?
    • By Cyndanera
      in directx I need to know how would I play the animation in directx rendering frames for each part of the model moving parts - like the bones, how would would that work?
      I'm new to writing a animation player, for a model parser.
      I'm asking so I understand how to do this, I'm new to loading a model and playing\moving the bones to effect the mesh.
  • Popular Now