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<0> question about z buffering (sorta)
<0> I'm drawing a lot of 2D quads, pretty much all of which support transparency. There's a few different textures being used... and the quads overlap a lot
<0> basically, performace is *** slow unless I batch through a dynamic, write-only vertex buffer - so that is what I'm doing
<0> I ***ign all vertices in each quad a z-value relative to other quads on the screen, and I am attempting to use the z-buffer to handle overlapping objects that might exist in different batches
<0> but it's basically not working... z-buffering that is
<0> :)
<0> actually the problem is hard to explain in words... I will post a screenshot to show the problem
<1> you mean z buffering doesnt solve your transparency problem?



<1> l;kj
<0> lol
<0> no that's not it - transparency is working
<0> although the batching that I am doing currently will cause transparency to break in certain special cases - but I'm not worried too much about that just "yet"
<1> if you have transparency
<1> you prolly have z write off
<1> why wonder z buffering doesnt work then
<0> you mean "no wonder"?
<1> why wondering
<1> or why do you wonder
<1> something like that
<0> lol
<0> oh, gotcha
<0> mostly I'm just screwing around with the z-buffer on my ui code... but I'm trying to figure out the most efficient way to draw a crazy number of quads, with transparency, which obviously requires sorting back to front
<0> say I have 200 quads stacked on top of each other (overlapping partially), and every other one has a different render state (texture)
<0> and the odd numbered quads require alpha-blending to be enabled
<1> sorry but I really need to sleep :P
<1> bye
<0> ya me 2
<2> noobs
<3> s/noo/boo
<0> boobs
<3> quiterz nevar get bewbs
<4> aye
<5> Hi
<5> Does anyone know how to stream out a video file as the output of a capture device in DirectShow?
<6> drnicks done that i'm sure



<5> All the interfaces are quite complicated...
<7> haha hivemind i almost got your nick as a license plate :)
<7> except it would have had to be hivmind :X heh... or hivemnd would prolly have worked, but not as cool
<8> box__, hivemind is a bot :P
<7> ic :)
<9> hivmind is probably a bad idea.
<9> people will parse it as hiv-mind
<10> lol @ topic
<10> this is so evil
<11> Hey, how would I go about ***uredly masking channels out of a D3D texture? The format returned on load isn't even an ***ured match.
<11> Unless I'm readin into the docs too much.
<11> I don't suppose those D3DFMT_* defines are bit masks.
<10> if you want to make a channel out of a D3D texture, join #D3Dtexture
<11> Nice ;)
<11> *ninja hide*
<11> Most impressive.
<11> I'm just having an odd time, the red value I'm pulling out of a loaded texture is residing happily in the bit space for green info.
<11> That info should be green not red!!! So very green!!
<11> Which leads me to the obvious truth, that I'm not doing it right.
<11> lol
<10> to be honnest, I have no idea
<11> No worries.
<11> Thanks for keeping the mood light though.
<11> *thumbs up*
<11> Nm, I see the solution. It's ugly as sin but it's a solution ^_^. /me dives into the old texture cl*** to perform un-sanctioned surgery.
<3> when you lock you get the info needed
<3> I thoughts
<3> or you can retrieve it
<12> anyone know where i can find a tutorial on how to make a 3d sphere with directx and c#?
<3> in the SDK


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