Original Post
i am writing an engine , its a uni project , so the whole year is doing it,
its in directx10
some peoples engine/projects the render time decreases rappidly the further away they go from a group of objects , they have no frustrum culling in there project
mine stays constant no matter how far away the objects are .
in theres it kind of look like since there are not as many pixels that can be drawn, the shader does not draw them , but on mine it does
any one any ideas what it could be
DepthStencilState DepthWritesOn // Write to the depth buffer - normal behaviour
{
DepthWriteMask = ALL;
};
i have that on so ithought this sorted my z buffer out , but does it ?
its in directx10
some peoples engine/projects the render time decreases rappidly the further away they go from a group of objects , they have no frustrum culling in there project
mine stays constant no matter how far away the objects are .
in theres it kind of look like since there are not as many pixels that can be drawn, the shader does not draw them , but on mine it does
any one any ideas what it could be
DepthStencilState DepthWritesOn // Write to the depth buffer - normal behaviour
{
DepthWriteMask = ALL;
};
i have that on so ithought this sorted my z buffer out , but does it ?