I'm having some issues getting things to draw in DirectX9.
Here's my render function:
void Render(GameWorld& world)
{
DWORD BackgroundColour = 0x00102010;
g_pd3dDevice -> Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, BackgroundColour, 1.0f, 0);
// Begin rendering the scene.
if (SUCCEEDED(g_pd3dDevice -> BeginScene()))
{
world.draw();
g_pd3dDevice -> EndScene();
}
// Present the backbuffer to the display.
g_pd3dDevice -> Present(NULL, NULL, NULL, NULL);
}
I'm setting up DirectX with this code:
// Create the D3D object, return failure if this can't be done.
if (NULL == (g_pD3D = Direct3DCreate9(D3D_SDK_VERSION))) return E_FAIL;
// Set up the structure used to create the D3DDevice
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory(&d3dpp, sizeof(d3dpp));
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
d3dpp.EnableAutoDepthStencil = TRUE;
d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
// Create the D3DDevice
if (FAILED(g_pD3D -> CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp, &g_pd3dDevice)))
{
return E_FAIL;
}
// Turn on the Z buffer
g_pd3dDevice -> SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
g_pd3dDevice -> SetRenderState(D3DRS_ZFUNC, D3DCMP_LESS);
g_pd3dDevice -> SetRenderState(D3DRS_ZWRITEENABLE, TRUE);
// Start with lighting off - we can add lights later.
g_pd3dDevice -> SetRenderState(D3DRS_LIGHTING, FALSE);
// Set transparencies
g_pd3dDevice -> SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
g_pd3dDevice -> SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
g_pd3dDevice -> SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
g_pd3dDevice -> SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
// Set culling
g_pd3dDevice -> SetRenderState(D3DRS_CULLMODE,D3DCULL_CCW);
return S_OK;
As it is, this draws a BackgroundColour screen with nothing on it.
By turning the Z-buffer off [i.e. g_pd3dDevice -> SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);] everything is drawn in the order their "draw" functions are called. Objects drawn later obscure objects drawn earlier.
I have also tried making these changes:
g_pd3dDevice -> SetRenderState(D3DRS_ZFUNC, D3DCMP_GREATER);
and
g_pd3dDevice -> Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, BackgroundColour, 0.0f, 0);
The effect is now that objects that are drawn first obscure objects that are drawn later, regardless of their spacial positions.
The effect I want is for near objects to obscure far objects.
Can anybody shed some light on this.
Thank you.