This can be seen in an overlay of the off screen texture (which I get my program to write out to a bitmap file via D3DXSaveTextureToFile) over a screen shot below. On close inspection it is as if the side texture is offset by exactly 1 pixel "down" and 1 pixel "right" when rendered over the target surface (but is rendered correctly in-place). The right view is with the two-stage render disabled, so both are rendered directly onto the target surface. In the image below the left view is with the two stage render of the gray object (a lamppost) with the body in-front of it rendered directly to the target texture. I thought it was all working nicely until I noticed some dodgyness on the edge of objects rendered before objects using this two stage method.ĭraw model to off-screen ("side") texture of same size using same zbuffer (no MSAA is used anywhere)ĭraw off-screen ("side") texture over the top of the main render target with a suitable blend and no alpha test or write I'm trying to set up a two-stage render of objects in a 3D engine I'm working on written in C++ with DirectX9 to facilitate transparency (and other things).
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