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Change depth buffer limits for pretransformed mesh in DirectX 9.0c

开发者 https://www.devze.com 2023-02-27 02:49 出处:网络
I\'m writing small application that recieves pretransformed vertices and display them on screen. FVF for vertice is defined as (and I can\'t change it)

I'm writing small application that recieves pretransformed vertices and display them on screen.

FVF for vertice is defined as (and I can't change it)

#define MY_FVF D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR | D3DFVF_TEX1

Z buffer is created via fields of D3DPRESENT_PARAMETERS (this is changeable)

d3dpp.EnableAutoDepthStencil = TRUE;
d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8;

The problem is I get very short far clipping plane (every 开发者_开发技巧mesh is cliped at 1.0f from camera). I cannot use matrix projection (as I said, I got already pretransformed vertices). Is there any way to set depth buffer limit? Or is there any other way to have z-buffer with long far clipping plane on pretransformed vertices?


Solved, the problem was lurking completely elsewhere: the mesh I was recieving from external source was cut at 1.0f

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