Game Development Community

Unexpected z buffer behavior

by ArchieMD User · in Torque 3D Professional · 02/05/2010 (4:12 pm) · 5 replies

I have 2 objects in the scene.

Object A is rendered with depth read = ON, write = OFF (has own render callback, state block w/ setZReadWrite(true,false) )

Object B is rendered with the default, read = ON, write = ON (lets torque render it)

Guess what? Object A occludes Object B!
This makes no sense. What do I need to do to get torque to make sense?

Thanks in advance

#1
02/05/2010 (4:36 pm)
Run it in PerfHUD and that should show you what is going wrong.
#2
02/05/2010 (6:20 pm)
Will do. In the meantime, maybe a hint at how to get the z buffer to work correctly?
#3
02/06/2010 (2:08 pm)
The Z buffer does work correctly, otherwise things would not draw correctly. The question you should be asking is "when did the Z-buffer get cleared, and when is my delegate firing" and this is why I suggest looking at it in PIX.

The first step in debugging ANY graphical anomaly is: look at it in PIX.
#4
02/08/2010 (4:49 pm)
Pat,

What's perfhud? and Pix you are refering?
Might be a dumb question, but as it's seems to be really useful, I think I'd like to understand :D