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About toglia3d

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  1. NOOOOOO! I can't believe this. That solved it. I was so focused on the far plane for some reason I totally forgot about the near plane. Now I know... Thanks you! Started looking way better.
  2. Oh I forgot! I'm using shaders. Would have to try with the fixed pipeline to see if it gets better.
  3. Right now the near plane is in 0.0001f and far is in 200.0f, but I've tried lowering the far plane to 30, lower than that I don't see the mesh. Lol
  4. Hello! So, I'm doing a tree like mesh generator using Directx 9 with vertex and index buffer objects and I'm getting terrible z buffer testing with it. I'm not even sure what this is related too, maybe someone can point out where to start tweaking? [img]http://oi46.tinypic.com/28k207r.jpg[/img] I leave some code that might be relevant to the viewer: [source lang="cpp"]D3DDISPLAYMODE d3ddm; g_pD3D->GetAdapterDisplayMode( D3DADAPTER_DEFAULT, &d3ddm ); g_d3dpp.Windowed = TRUE; g_d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; g_d3dpp.MultiSampleType = D3DMULTISAMPLE_8_SAMPLES; g_d3dpp.BackBufferFormat = d3ddm.Format; g_d3dpp.EnableAutoDepthStencil = TRUE; g_d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8; g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;[/source] AutoDepthStencilFormat seems to be very relevant but i cant go higher than D24 or my app crashes in stuff like: [source lang="cpp"]d3dDevice->SetRenderState(D3DRS_ZENABLE,true);[/source] I have these two guys enabled: [source lang="cpp"]d3dDevice->SetRenderState(D3DRS_ZENABLE,true); d3dDevice->SetRenderState(D3DRS_ZWRITEENABLE,true);[/source] I have also tried tweeking the near and far planes of my frustrum in: [source lang="cpp"]D3DXMatrixPerspectiveFovRH[/source] But I don't getter better results. Don't know where else to tweak. Thanks for your help.
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