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Z buffer setting

Started by kevlur Feb 3, 2004 at 6:13 PM 2 replies 350+ views
Original Post
kevlur
kevlur
Hi, could someone show me the steps to set up Zbuffer with Direct3D9, i know only these two things:
...
...
hr=g_d3d_device->Clear(0,  
                       NULL, 
                       D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER,   
                       0x00000000,
                       1.0f,  
                       0);
...
...
g_d3d_device->SetRenderState(D3DRS_ZENABLE,D3DZB_TRUE);
...
...
but when i run the program the screen is all black... (and with Zbuffer deactivated all works fine(but without Zbuffer)) Thanks Kev
RenderTarget
RenderTarget
Are you creating the depth buffer when you create the device?

What are your viewport settings?



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kevlur
kevlur
These are the device setting up and initialization

HRESULT dhInitDevice(IDirect3D9 *p_d3d,bool p_fullscreen,HWND p_window,
DWORD p_width,DWORD p_height,D3DFORMAT p_format,
D3DFORMAT p_depth,IDirect3DDevice9 **p_device,
D3DPRESENT_PARAMETERS *p_pp){

HRESULT hr;

ZeroMemory(p_pp,sizeof(D3DPRESENT_PARAMETERS));


p_pp->BackBufferCount= 1;
p_pp->MultiSampleType=D3DMULTISAMPLE_NONE;
p_pp->MultiSampleQuality=0;
p_pp->SwapEffect = D3DSWAPEFFECT_DISCARD;
p_pp->hDeviceWindow = p_window;
p_pp->Flags=0;
p_pp->FullScreen_RefreshRateInHz=D3DPRESENT_RATE_DEFAULT;
p_pp->PresentationInterval=D3DPRESENT_INTERVAL_IMMEDIATE;
p_pp->BackBufferFormat = p_format;

if(p_depth==D3DFMT_UNKNOWN){
p_pp->EnableAutoDepthStencil=FALSE;
}else{
p_pp->EnableAutoDepthStencil=TRUE;
}

p_pp->AutoDepthStencilFormat=p_depth;

if(p_fullscreen){
p_pp->Windowed = FALSE;
p_pp->BackBufferWidth = p_width;
p_pp->BackBufferHeight = p_height;
}else{
p_pp->Windowed = TRUE;
}

hr=p_d3d->CreateDevice(D3DADAPTER_DEFAULT,

D3DDEVTYPE_HAL,

p_window,

D3DCREATE_SOFTWARE_VERTEXPROCESSING,

p_pp,

p_device);


return hr;
}


How to create the depth buffer?
kevlur
kevlur
Ok, it was the depth buffer, now i create it and works fine with Zbuffer
Thanks

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