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Gamekeeper

Bah, stupid

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Too bad you can''t blit yer z-buffer to the back buffer, now I have to fool around with a lot of memcopys and surface locks. Hey, I got an Idea, instead of locking the back buffer I create a new one with the same bit depth as the z-buffer then lock it, then I just copy the z to the new surface, unlock it, blit it, flip everything and wait for my screen to show it.
Message from above: Damn, my hair is grey!

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- Won''t work on PowerVR style hardware (Kyro etc).

- Will run slowly on hardware which shares stencil and Z buffers in the same block of memory. (i.e. nVidia hardware).

- Will run slowly on hardware which encodes its Z buffers in different formats to get better range (i.e. ATI and nVidia hardware).


The best way is to draw the scene in low detail with 3d polygons using a ZERO:ONE frame buffer blend so that only the depth gets written.

--
Simon O''''Connor
Creative Asylum Ltd
www.creative-asylum.com

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