Re: Direct3D Z order question

2006-02-13 Thread Stefan Dösinger
> I recommend you check out the Red Book, as it describes the OpenGL pipeline > quite well and simply... older versions are available online as well I > believe. Yes, I found it. Looks like a good information source. Thanks for the hint :) pgpC7ZSaYJqgq.pgp Description: PGP signature

Re: Direct3D Z order question

2006-02-13 Thread Aric Cyr
Stefan Dösinger gmx.at> writes: > > > Seems to me that the call to glOrtho should be replaced by a call to > > glViewport(x,y,width,height) and glDepthRange(near,far). Since your > > vertices are already in viewport coordinates, according to the comment in > > the code, how does something like

Re: Direct3D Z order question

2006-02-13 Thread Stefan Dösinger
> Seems to me that the call to glOrtho should be replaced by a call to > glViewport(x,y,width,height) and glDepthRange(near,far). Since your > vertices are already in viewport coordinates, according to the comment in > the code, how does something like the following work for you: > gl

Re: Direct3D Z order question

2006-02-13 Thread Aric Cyr
Stefan Dösinger gmx.at> writes: > I don't know much about GL drawing, but I noticed that GL clips primitive > parts that are outside the Z range. So if vertices that were processed into a > [0,5.] Z range are drawn into a [0,1.0] viewport leads to missing > vertices. I guess I have to atte

Re: Direct3D Z order question

2006-02-12 Thread Stefan Dösinger
Hi, > 2 different viewports or just two different projection matrix settings? > The way 2D overlays are handled in OpenGL from my (very limited) > experience is that you setup your normal glPerspective, and then once > you've drawn everything in the world, you switch to a glOrtho2D and do > whateve

Re: Direct3D Z order question

2006-02-12 Thread Joseph Garvin
Stefan Dösinger wrote: Err reading your e-mail again, pardon my directx ignorance, but aren't all d3d z values supposed to be in the [0.0, 1.0] range? I thought that was the range for the z buffer. I recall reading that one of the main annoyance differences between OpenGL and D3D was OpenGL used

Re: Direct3D Z order question

2006-02-12 Thread Stefan Dösinger
> Err reading your e-mail again, pardon my directx ignorance, but aren't > all d3d z values supposed to be in the [0.0, 1.0] range? I thought that > was the range for the z buffer. I recall reading that one of the main > annoyance differences between OpenGL and D3D was OpenGL used [-1.0, 1.0] > fo

Re: Direct3D Z order question

2006-02-12 Thread Stefan Dösinger
Hi, > Err reading your e-mail again, pardon my directx ignorance, but aren't > all d3d z values supposed to be in the [0.0, 1.0] range? I thought that > was the range for the z buffer. I recall reading that one of the main > annoyance differences between OpenGL and D3D was OpenGL used [-1.0, 1.0]

Re: Direct3D Z order question

2006-02-11 Thread Joseph Garvin
Stefan Dösinger wrote: If I force the z value in the [0.0, 1.0] range, it is shown, but the rest is broken obviously. Err reading your e-mail again, pardon my directx ignorance, but aren't all d3d z values supposed to be in the [0.0, 1.0] range? I thought that was the range for the z buff

Re: Direct3D Z order question

2006-02-11 Thread Joseph Garvin
In OpenGL, when you specify depth coordinates with glOrtho, they're relative to the 'eye' which is pointing down the z-axis. So -30 actually evaluates to +30 in absolute coordinates. Maybe something similar is happening here? What happens when you draw a third triangle with z=0.5? What if you m

Direct3D Z order question

2006-02-11 Thread Stefan Dösinger
Hello, I have written a small Direct3D7 test application which draws two overlapping triangles, a red one and a blue one. The red triangle has the z value 0.0 (closest to the viewer), the blue one 1.0(far away). Strangely, the blue triangle overlaps the red one on Windows. The same happens on t