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About TheQaa

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  1. Z-fighting & the depthtest

    Thanks for your reply, with your settings, the z-fighting in the clouds is gone, but when terrain and clouds are intersecting there are still some problems. The depthbuffer description is following: [CODE] dsDesc.DepthEnable = true; dsDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL; // or D3D11_DEPTH_WRITE_MASK_ZERO dsDesc.DepthFunc = D3D11_COMPARISON_LESS; dsDesc.StencilEnable = true; dsDesc.StencilReadMask = 0xFF; dsDesc.StencilWriteMask = 0xFF; dsDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP; dsDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_INCR; dsDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP; dsDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS; dsDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP; dsDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_DECR; dsDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP; dsDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS; [/CODE] Maybe i missed something?
  2. Hello, i'm rendering volumetric clouds, which works pretty well. For the next step, i wanted to render some terrain. Previously the depth buffer was disabled, because i sorted all vertices, so there was no need. But for the terrain i need an active depth buffer while rendering the clouds and then i get massive graphic problems. It looks like z-fighting, but i got no idea how to deal with it. Here are some pictures to show my problem. Enabled depthtest: [url=""][/url] Disabled depthtest: [url=""][/url] Anybody has an idea? Another question: Is it possible to write to the depth buffer without depthtesting? Thanks [img][/img]