Jump to content
  • Advertisement


This topic is now archived and is closed to further replies.


Bah, stupid

This topic is 6123 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

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!

Share this post

Link to post
Share on other sites
- 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

Share this post

Link to post
Share on other sites

  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!