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Fixed function and shader not doing same thing?

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[font=verdana,geneva,sans-serif]Hi, first time I have posted here. I am more-or-less a novice with DirectX. I am working on a graphical output for my scientific simulation. The reason I chose DX over ray-tracing is partly that I already started learning DX, and partly just that I am not actually looking for realistic graphics - e.g. I want to light things arbitrarily with silly ambient lighting inside a deep dark well, but enough about that.[/font]

[font=verdana,geneva,sans-serif]The problem I am having is the following.[/font]

[font=verdana,geneva,sans-serif]I make my surface graph using a shader which is pretty simple and based on the book by Frank Luna.[/font]
[font=verdana,geneva,sans-serif]I am feeding a vertex buffer which (I have checked with watches) has x,z coordinates that populate a square (-3,3)x(-3,3).[/font]
[font=verdana,geneva,sans-serif]That appeared to work.[/font]

[font=verdana,geneva,sans-serif]Then I am also trying to draw axes, in the fixed function pipeline, by using DrawPrimitiveUP. At the moment I am trying to draw one line with D3DPT_LINESTRIP and passing data (-3.02,0,3.02),(-3.02,0,-3.02).[/font]
[font=verdana,geneva,sans-serif]The line appears, but well away from the edge of the graph! If I instead set (-2.4,0,2.4),(-2.4,0,-2.4) then it appears still a bit outside the graph square.[/font]
[font=verdana,geneva,sans-serif](Meanwhile, if I draw line (3,0,3),(3,10,3) then it looks like it appears in the correct place, though I'm still checking that further.)[/font]

[font=verdana,geneva,sans-serif]I have checked, checked, checked that the view*projection matrix being used in SetTransform is the same as is passed to the shader, and the shader does not do anything funny.[/font]

[font=verdana,geneva,sans-serif]Any ideas what could be going on I would welcome. Quite happy to provide more information if there's anything you'd like to ask. [/font]

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There are different rasterization rules for lines as there are for triangles which can cause this. See: http://msdn.microsof...4(v=vs.85).aspx

It was also once the case that shaders may not give the same result as the fixed pipeline; OpenGL specifies that this is allowed (or at least doesn't specify that it's not) (and it was known to happen in the old days - hence the existence of ftransform and option ARB_position_invariant) but I haven't found anything specific to D3D, and I doubt if it's relevant anymore as all modern gfx hardware emulates the fixed pipeline using shaders anyway. Edited by mhagain

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I remember a long time ago I also encountered a problem when I was rendering some objects using the FFP and other objects using shaders - there were visual glitches when the objects were touching each other. It looked quite like a z buffer precision problem, I think it may be caused by a slightly different way how the FFP handles W / V / P matrices and how I handled them in the vertex shader - of course the basic math was the same, but probably rounding errors related to floating point precision or something like that...
(It certainly wasn't z-fighting, it all got fixed just by rendering everything using shaders.) Edited by Tom KQT

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Thank you v much for responses.

I now established that the error was in the eye of the beholder - the two things aren't meant to touch, they are at different y-coordinates. The axes are in the right place.

My first query and it was unintentionally a windup.

Now I just have to work out how to make text appear at device coordinates instead of screen coordinates.

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