15 years, 3 months ago
Highlights
I've also tested [font=verdana, arial, sans-serif]D3DXCreateTexture(pDevice, w, h, 1, D3DUSAGE_RENDERTARGET, {Format}D3DFMT_R32F, D3DPOOL_DEFAULT, pRenderTexture);[/font] [f…
15 years, 3 months ago
15 years, 3 months ago
Hello. I've tried to read Z-Buffer values into float array after rendering scene into texture. pDevice.GetDepthStencilSurface(ZStencileSurface); ZStencileSurface.LockRect(pL…
15 years, 3 months ago
I have a problem. I'm using depthbias to render silhoette (special mesh + vertex shader) of the target mesh and the target mesh without z-fighting. Fast silhouettes . i have tes…
17 years, 5 months ago
I have to draw x, y, z level lines on my relief surface. 2 soluttions: 1. Using of additional geometry (lines). Major disadvantage - i need time to calculate this lines. 2.…
17 years, 6 months ago
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See all in DiscussionsI've also tested [font=verdana, arial, sans-serif]D3DXCreateTexture(pDevice, w, h, 1, D3DUSAGE_RENDERTARGET, {Format}D3DFMT_R32F, D3DPOOL_DEFAULT, pRenderTexture);[/font] [font=verdana, arial, san
15 years, 3 months ago
Ok, I've tried to use pixel shader for getting float values of depth. But unfortunately it doesnt work. hr:= pDevice.CreateDepthStencilSurface(w, …
15 years, 3 months ago
What format is your depth buffer? You can generally only lock buffers created as D3DFMT_D16_LOCKABLE or D3DFMT_D32F_LOCKABLE. [color=#1C2837][size=2]D3DFMT_D32F_LOCKABLE
15 years, 3 months ago