| |
| |
| |
|
Comments:
<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
Return to
#directx or Go to some related
logs:
#mirc #politics #politics #stocks #computers #online #netbsd nonongo ubuntu pc97 sound aapl NASDA
|
|