Original Post
This is insano newb question I know but the answer still evades me...
I''ve only just begun using Direct3D and I''m running into some rendering issues with displaying the scene correctly sorted.
The app I''m working on is just a demo-ish program I''m fiddling with to try to learn more about DX. Basically I initialize everything, create some geometry in code(just a cylinder). The code is not optimized in any fashion, in fact it is a tri-list, not a strip just to keep the thinking factor as low as possible for such a "bs" testing app. Anyway, during the render it is displaying the triangles incorrectly in that it does not sort them by depth. I''ve been reading through the documentation and the book that I am learning from and both say that depth testing in DX are enabled by default. It seems that it is not testing each vertex/pixel against the depth buffer, which results in whichever triangle is next in the buffer is what will be considered "on top" and draw over any tri that is previously drawn. Do I have to explicitly call something to force it to do so or do I need to implement my own sorting algo.? The latter seems fairly foolish since this sort of thing will need to be done in virtually every single application, which makes me think that I''m just not using the API correctly. --Thx in advance for any help/assistance you can provide.