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User Interface
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Original Post
switch to ortho, draw top, left, right and bottom parts, switch back to perspective, job done.
i was detailing the method of doing it assuming you have already draw your scene, granted i could have been clearer but hey, thats life
drawing it last, with z-testing disabled, in ortho mode would work in all cases however
quote:
Original post by Trienco
hmm.. i take it the scissor test can reject quite a bit earlier than the z-test? though the latter allows for fancy shapes. drawing the gui first with minimal z should usually work in most cases, shouldnt it?
Well, it''s always a good idea to draw the GUI last, Z test disabled. It''s safer, because you don''t want the have parts of the GUI covered by a clif or something (by accident).
quote:
Original post by Raduprv
Well, it''s always a good idea to draw the GUI last, Z test disabled. It''s safer, because you don''t want the have parts of the GUI covered by a clif or something (by accident).
yep, but at the same time the gui is usually cheap and simple and might hide a lot of multitextured fancy shaded geometry. not to mention that drawing it last automatically wastes more fillrate. i would expect drawing in ortho mode making it easy to assure the gui is ending up with 0 in the z-buffer. using less instead of less-equal should prevent anything sticking through it.
of course clipping early would be even better for parts completely covered by the gui. yes, i know.. performance junky.
Sample code for what exactly?
[edit] All you need can be found here: The red book
[edited by - Raduprv on May 18, 2004 7:37:20 PM]
[edit] All you need can be found here: The red book
[edited by - Raduprv on May 18, 2004 7:37:20 PM]
quote:
Original post by Sphet
I always set up my GUI to render last incase I ever want anything alpha-blended against my rendered scene
good point. i think im developing a fill rate phobia. cards can push a million triangles at 100fps, but fancy texturing and vegetation can still kill your app.
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